Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 15, 2020, 06:03:05 PM

Title: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:03:05 PM
Please post bugs in this thread for v1.51 (out shortly)

Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless they are also present in v1.51.

When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
Title: Re: v1.51 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:08:17 PM
Spinal weapon bug fixed.
Title: Re: v1.51 Bugs Thread
Post by: Demonius on April 15, 2020, 06:08:41 PM
In Reply to my post in Patch 1.50 regarding NPR spawn -

Pretty sure they are NPRs. they have about 151 ships in their Orbit, a big 85k EM Population and ground Forces, were neutral until they shot 2 of my GEV ships, and then also attacked a DIP ship I sent to try and communicate. Their ships seem to be a bit less in TL than mine, like 2500 speed ships and STR-4 Particle beams etc. They do refuse communication from their side, even though they sent me several "unintelligible" Messages.

The only "anomaly" I did in game Setup was choose 2 NPRs.
Title: Re: v1.51 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 06:11:16 PM
Please post bugs in this thread for v1.51 (out shortly)

Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless they are also present in v1.51.

When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.

I guess still not STO then.
Title: Re: v1.51 Bugs Thread
Post by: HeroicHan on April 15, 2020, 06:16:18 PM
Not sure if this is WAI, not implemented, or a bug. 
Ground forces on a jungle rift valley world (Fortification multiplier 2. 25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13. 5

Again, not sure if maybe I'm missing something somewhere.
Title: Re: v1.51 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:19:41 PM
Not sure if this is WAI, not implemented, or a bug. 
Ground forces on a jungle rift valley world (Fortification multiplier 2. 25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13. 5

Again, not sure if maybe I'm missing something somewhere.

The planet terrain is a multiplier to the fortification of the ground units, not a maximum.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:20:58 PM
I guess still not STO then.

I fixed STO. They are working in v1.5.1
Title: Re: v1.51 Bugs Thread
Post by: Migi on April 15, 2020, 06:21:59 PM
I have a bug where every time I try and post in the bug thread for a particular version, it gets locked because I am slow.  :'(

So please note these are issues from v1. 50.
Setup: New game, default settings except starting NPR set to 0, starting year set to 2000, NPR discovery by NPR set to 0.


Economics window
(Minor Bug) Remember the setting sort by labs vs sort by date
(Minor Bug) Compare button does nothing

View Technology window
(Bug) Prototype weapons and turrets appear in the list as if they are normal components (with no P after them).  Not sure if the intended behaviour is for them to appear at all or if they should have a (P).
(Minor Bug) Size in tons check box does not remember previous setting after closing and reopening

Event Log
(Bug) Weapons and turrets researched with SM instant mode are listed as prototypes in the log.  This also applies to technologies.

Ground Forces
(Bug) You can still add prototype weapons to STOs but you can't add weapons researched with SM instant mode (I made sure of this by renaming the instant weapons but not the prototypes).
With respect to the previous bug I posted, creating the STO as a PD weapon increases the tracking speed but does not seem to be affected by the tracking speed of the turret.

Game Information window (new game)
(Minor Bug) Tooltips only show if highlighting the number, not the text of the setting.

Race Information Window
(Minor Bug) The flag was changed between game setup and opening Race Information, game started with default (which I think is flag0393. JPG) but this changed to flag0000. jpg.

Commanders
(Minor Bug) When starting a new game all naval, ground, scientists and administrators start at the same age (20).  I assume there should be some variation (and on average a step in age for each rank).

Missile Design
(Possible Bug) If enhanced radiation is researched, a missile with WH 1 will change to WH 0 Rad Dmg 2 if the box is ticked.  A missile with effectively 0. 5 WH will change to Rad Dmg 1 if the box is ticked.  Are either of these supposed to be possible?


Title: Re: v1.5.1 Bugs Thread
Post by: xenoscepter on April 15, 2020, 06:27:29 PM
I've reported this bug before, but it seems to have persisted.

Clean install, Federated Nations save bundled with the V 1.50 DB. I have attached the DB and a screenshot of the bug.

Company HQ unit is rated at 5,000; Company HQ unit in Company HQ formation is rated at 5.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:30:07 PM
I've reported this bug before, but it seems to have persisted.

Clean install, Federated Nations save bundled with the V 1.50 DB. I have attached the DB and a screenshot of the bug.

Company HQ unit is rated at 5,000; Company HQ unit in Company HQ formation is rated at 5.

5 means 5000 if it is on the summary line.
Title: Re: v1.51 Bugs Thread
Post by: HeroicHan on April 15, 2020, 06:34:29 PM
Quote from: Steve Walmsley link=topic=10756. msg123602#msg123602 date=1586992781
Quote from: HeroicHan link=topic=10756. msg123598#msg123598 date=1586992578
Not sure if this is WAI, not implemented, or a bug.   
Ground forces on a jungle rift valley world (Fortification multiplier 2.  25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13.  5

Again, not sure if maybe I'm missing something somewhere.

The planet terrain is a multiplier to the fortification of the ground units, not a maximum.

Ok.  So I was just misinterpreting the rules.  Thankyou Steve for all your hard work!
Title: Re: v1.51 Bugs Thread
Post by: Ancalagon on April 15, 2020, 06:43:17 PM
Quote from: Steve Walmsley link=topic=10756. msg123602#msg123602 date=1586992781
Quote from: HeroicHan link=topic=10756. msg123598#msg123598 date=1586992578
Not sure if this is WAI, not implemented, or a bug.   
Ground forces on a jungle rift valley world (Fortification multiplier 2.  25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13.  5

Again, not sure if maybe I'm missing something somewhere.

The planet terrain is a multiplier to the fortification of the ground units, not a maximum.

Ok.  So I was just misinterpreting the rules.  Thankyou Steve for all your hard work!

I'm confused. In the "Planetary Terrain" post of C# Changes, it states: "On a Jungle Mountain world, the maximum fortification level will be 18 for that same ground unit and any shots against it by the ships will be modified by 0.125, giving the ground unit an effective fortification level of 144."

Why isn't the fortification in HeroicHan's example maxing out at 6*2.25 (jungle rift valley) = 13.5 fortification?


Oh, I just realized. The maximum fortification is 6, but when combat happens the effective fortification is considered to be 13.5. Got it!
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 06:50:09 PM
I guess still not STO then.

I fixed STO. They are working in v1.5.1

you may update the know issues board when you have 5 min then.
Title: Re: v1.5.1 Bugs Thread
Post by: Frank Jager on April 15, 2020, 07:01:00 PM
V1.5

I wasn't fast enough to post in 1.5 bugs board.

While you can create a new top ground forces rank. You don't seem to be able to actually promote anyone into them...

In SM mode, I cant promote any commanders beyond the 8 limit that Aurora comes pre-installed with.
This is not the case with Naval Commanders, as you can create as many of those as you want and promote everyone all the way up the chain
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 15, 2020, 07:06:12 PM
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.

Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.

The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.

In my latest test game, I encountered this during a production cycle:

Function #2664: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index

Followed by:

Function #2662: Object reference not set to an instance of an object.

Database is attached.
Title: Re: v1.5.1 Bugs Thread
Post by: insanegame27 on April 15, 2020, 07:20:39 PM
I know its not really a bug and more of a sacrifice for faster delivery, but I only have a single monitor and alt tabbing to my events every time cycle (and not being able to autorun time cycles in case I miss an event) is limiting my enjoyment of the game.  I don't have a second monitor to have my events always up.  It would be nice if events could be fixed to show on the main screen.
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 15, 2020, 07:34:42 PM
Just noticed, the change rank window has a labelless checkbox:

(https://i.imgur.com/i9NTUYh.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 15, 2020, 07:50:16 PM
Marking fighters obsolete doesn't work.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 15, 2020, 07:51:29 PM
Minor text bug: Jump Point Stabilizing Ships operating under the "Build Jump Gate at Nearest Jump Point" standing order have incorrect Event Log text if they have to jump to another system to build their next jump gate.

This is a stabilizer ship in Sol, which is being commanded (by standing orders) to jump to Alarach to build "JP1: Sol". It erroneously says "JP0: Sol". Additionally, I believe in VB6 Aurora the event log was more detailed for this default/standing order, and stated the name of the system the stabilizer ship was traveling to. It would be good for my situational awareness if the event log below specified that the stabilizer ship was traveling to the Alarach system.  :)

(https://i.imgur.com/Pu8kSTi.png)
Title: Re: v1.5.1 Bugs Thread
Post by: 01010100 on April 15, 2020, 08:02:10 PM
Not sure if this is a bug or intended behaviour but commanders aren't being auto-assigned if a commander without the appropriate bonus is not available. Have more freighters than commanders with a logistics bonus, then some freighters will not get a commander auto-assigned even though there are commanders available (without a bonus).
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 15, 2020, 08:12:23 PM
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:

(https://i.imgur.com/Awen0xz.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 15, 2020, 08:14:18 PM
"Refuel at colony or hub" default order does not consider tankers. You can no longer station a tanker in a system you're surveying and have your survey ships refuel from it automatically, for example. There also isn't a "refuel target fleet" for tankers anymore.
Title: Re: v1.5.1 Bugs Thread
Post by: harpyeagle on April 15, 2020, 08:34:39 PM
Function #1616: Object reference not set to an instance of an object.

Occurs immediately after starting a new game with 0 player races.

Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 15, 2020, 08:41:03 PM
Function #1616: Object reference not set to an instance of an object.

Occurs immediately after starting a new game with 0 player races.

Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.

Yes, to do an SM-start currently you need to start with 1 player race, then generate a new system, create the new race, delete the old player race, and then delete the system. In that order. If you delete the system the 1st race is in before deleting the race, or delete the system or race before the 2nd race is made, you get the error spam. Presumably because aurora needs some sort of system data to populate the tactical map and system knowledge is stored per race.
Title: Re: v1.5.1 Bugs Thread
Post by: Caplin on April 15, 2020, 08:49:24 PM
In the Create Project window, there are some text fields exposed to my screen reader labeled "Entry 1," and "Entry 2." This is true for engines and sensors and possibly all custom components in general. The function of these is obscure  to me and I wondered if they were supposed to be visible at all.
Title: Re: v1.5.1 Bugs Thread
Post by: insanegame27 on April 15, 2020, 08:51:12 PM
Function #2217: An item with the same key has already been added

pops up whenever I try to open summary, industry, mining or research tabs.  Was in 1. 4 and was also reported by me in 1. 4

db file:
Code: [Select]
https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
Title: Re: v1.5.1 Bugs Thread
Post by: Feeble on April 15, 2020, 08:53:07 PM
The function number: N/A
The complete error text: N/A
The window affected: Class Design
What you were doing at the time: Pressing Unlock button after a ship had been built with that design in a shipyard
A conventional start: No
A random stars game: No
Is the bug easy to reproduce, intermittent or a one-off: Easy to reproduce
A long campaign - say 75 years or longer:  No
The length of the campaign: N/A

The bug: You can modify a class design even after it has been locked because you built a ship in a shipyard.  Modification in this way does cause all existing ships in the class to update with the change.  This can be reproduced using the base database given out by Steve during each patch.  Attaching my database with my game to show persistance

Steps to reproduce:
 1.  Check status of existing ship in a given class
 2.  Open 'Class Design' window
 3.  Go to class for the ship checked in step 1
 4.  Press 'Unlock' Design
 5.  Modify design
 6.  Check status of ship from step 1
Title: Re: v1.5.1 Bugs Thread
Post by: muzzlehead on April 15, 2020, 09:06:13 PM
Refresh button on the Naval Organization Window does not Refresh the Logistics Report or Detailed Fuel Report tabs after time advance (5 days or 30 days).   

If the window is closed and reopened, it does update
Title: Re: v1.5.1 Bugs Thread
Post by: Sloshmonger on April 15, 2020, 09:07:39 PM
Function #1616: Object reference not set to an instance of an object.

Occurs immediately after starting a new game with 0 player races.

Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.
I was just coming here to post the same error.

Additionally, if you find yourself in that situation, if you exit the game and reload it, pressing any button but Refresh or Game Information generates a Function #155: Object reference not set to an instance of an object.
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 15, 2020, 09:08:21 PM
(https://i.imgur.com/jvUXs8y.png)

There seems to be some error in move-to-fleet orders. This survey ship ran out of fuel; it took a few months for a tanker to arrive but when it did it stopped a few million KM short of its destination.
Title: Re: v1.5.1 Bugs Thread
Post by: dsiOne on April 15, 2020, 09:18:41 PM
v1. 5. 1

It is possible to create a new ship class with an empty string for the class name by deleting the string in the class select drop down before clicking New Ship Class.   Can easily be reproduced in the included Federated Nations save. 

Immediately results in "#2520: Object reference not set to an instance of an object" followed by "#2899: Object reference not set to an instance of an object".   No classes show up in the tree on the left making it impossible to edit designs.   The same #2520 error pops up every time the Class Design window is opened afterwards and when a new ship class is created correctly. 
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 15, 2020, 09:19:30 PM
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):

(https://i.imgur.com/fU4yOVm.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 15, 2020, 09:22:37 PM
The retool dropdown for naval shipyards still shows fighter classes.
Title: Re: v1.5.1 Bugs Thread
Post by: Ektor on April 15, 2020, 09:45:01 PM
My game has become immensely slow when I'm zoomed in at my home planet. I don't know what's causing it. Here's my DB:

Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 09:49:08 PM
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):

(https://i.imgur.com/fU4yOVm.png)

I don't think it's a bug. Let me rephrase is a missing bit:

So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.

So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.

How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.

EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.
Title: Re: v1.5.1 Bugs Thread
Post by: Ektor on April 15, 2020, 09:55:20 PM
My game has become immensely slow when I'm zoomed in at my home planet. I don't know what's causing it. Here's my DB:



Additionally, it seems my survey probes are not working at all.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 15, 2020, 10:01:19 PM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 10:02:24 PM
You can't set a continuous capacity upgrade shipyard task of more than a 2,000 ton (military) or 10,000 ton (commercial) increase.

Looks like I can. See attached the before picture I set it up. The After picture (few months later) upgrade started no issues with no errors.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 15, 2020, 10:09:36 PM
So I was geo surverying a NPR system when they decided to blow up my ships.

2 years later they send two geo surveryers into Sol.

I engage.

(https://i.imgur.com/FhV4lsT.png)

They seem to just be sitting there still Geo surveying instead of running away or something. Well that's what my geo surveryer did as well but kinda weird maybe something to look into the future.

Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 15, 2020, 10:16:19 PM
After picking up survivors from enemy ship lifepods, I am getting the message about changing time to shorter increments cause of NPR fighting but AFAIK the only fighting that happened was just now and me and them, they have no more ships.

I am only getting the message after picking up the survivors. I will leave it to run alone for a while to see if anything changes.


So I SM moved them to earth, tried to unload survivors but I still have the unload survivors order available after they complete it and it's still giving me 5 second turns.


So after deleting the fleet and SM'ing in a new one to replace it, turns go as normal. Definitely an issue with survivors.


EDIT: I did get the autopsy research available, I will try researching it.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 15, 2020, 10:29:39 PM
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.

Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 15, 2020, 10:45:05 PM
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):


I don't think it's a bug. Let me rephrase is a missing bit:

So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.

So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.

How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.

EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.

It's a bug. My fleet is set to "Use Maximum Speed", yet it doesn't when it comes out of overhaul, even if you move time intervals forward. It stays at 1km/sec as described in the bug report until it receives a movement order and time is progressed. This bug further causes a completely wrong Travel Time Required to be shown.

It's working as "programmed", yes, but surely not as designed.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 15, 2020, 10:51:03 PM
At some point between v1.50 and v1.51, some of my ground units completely vanished. I have no idea where they went. In this screenshot, the 5th thru 20th Colonial Garrisons have vanished.

I definitely built them, but they are nowhere to be found. They're not hiding on any troop transports. None of my ground commanders are leading any of the ghost units. There's been no ground combat in my game so far.

I'm not sure exactly when they disappeared. I started this game on v1.50, built the units, then later upgraded to v1.51 and played for a while. Then I noticed they were missing.

(https://i.imgur.com/HjVK5E4.png)

They are not STO units. All of the formation templates are made from this same unit:

(https://i.imgur.com/59vGcH0.png)
Title: Re: v1.5.1 Bugs Thread
Post by: yourITguy on April 15, 2020, 10:53:29 PM
The Resupply at Colony or Supply Hub standing order seems to be broken.

I was seven years into a conventional start.  Colonies on Earth, Luna, and Mars, no refueling hubs or resupply hubs.  My survey ship has the following standing orders:

Survey Nearest Body
If Fuel Less than 20% then Refuel from Colony or Hub (All)
If Supply Points less than 20% then Resupply at Colony or Supply Hub

Geo sensor failed and was repaired, leaving the ship with 6% MSP, but instead of returning to Earth to resupply after completing the current survey order, it queued up another survey order; however, switching the standing order to Resupply at Colony did cause it to queue up a "resupply at Earth" order as expected.
Title: Re: v1.5.1 Bugs Thread
Post by: buergerjoh on April 15, 2020, 11:05:13 PM
Known anomalies are not shown in the tactical view => artifacts tab. Saving and reloading fixes the issue, refresh tactical doesn´t. Ruins are shown, still searching for some wrecks.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 15, 2020, 11:10:39 PM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.


Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 15, 2020, 11:23:11 PM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.

Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.

After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 15, 2020, 11:27:27 PM
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 16, 2020, 12:04:56 AM
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):


I don't think it's a bug. Let me rephrase is a missing bit:

So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.

So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.

How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.

EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.

It's a bug. My fleet is set to "Use Maximum Speed", yet it doesn't when it comes out of overhaul, even if you move time intervals forward. It stays at 1km/sec as described in the bug report until it receives a movement order and time is progressed. This bug further causes a completely wrong Travel Time Required to be shown.

It's working as "programmed", yes, but surely not as designed.

I cannot replicate. I mean I do get 1km/s and The use Maximum speed is to ensure the ship going to max speed when you issue an order. However, when my ship is out of overhaul I click on the set speed button, I set it to the max I have for that ship (2000km/s) and it's all good. the only problem I see is that it doesn't update in real-time but you have to close and reopen the screen to get the right calculation.

It used to be like that in VB6 too (but I am sure calculation were in real-time) if you had a problem with your ship set the speed of 1km/s or if you merge to another fleet using the max speed of the slower ship. All the times you had to remember to max the speed as well.

I do agree ships should come out of overhaul to get Max Speed as default, just not sure if it's a bug or it's just working like that.
Title: Re: v1.5.1 Bugs Thread
Post by: noodles590 on April 16, 2020, 12:47:44 AM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 12:59:42 AM
At some point between v1.50 and v1.51, some of my ground units completely vanished. I have no idea where they went. In this screenshot, the 5th thru 20th Colonial Garrisons have vanished.

I definitely built them, but they are nowhere to be found. They're not hiding on any troop transports. None of my ground commanders are leading any of the ghost units. There's been no ground combat in my game so far.

I'm not sure exactly when they disappeared. I started this game on v1.50, built the units, then later upgraded to v1.51 and played for a while. Then I noticed they were missing.

They are not STO units. All of the formation templates are made from this same unit:

One extra note: I saved my game, closed Aurora, and restarted Aurora during this game in order to report an unrelated bug. Just in case this might be some sort of "Save Game" issue, I've attached my game here with the missing 5th thru 20th Colonial Garrison BNs.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 01:04:37 AM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 01:07:26 AM
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):


I don't think it's a bug. Let me rephrase is a missing bit:

So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.

So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.

How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.

EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.

It's a bug. My fleet is set to "Use Maximum Speed", yet it doesn't when it comes out of overhaul, even if you move time intervals forward. It stays at 1km/sec as described in the bug report until it receives a movement order and time is progressed. This bug further causes a completely wrong Travel Time Required to be shown.

It's working as "programmed", yes, but surely not as designed.

I cannot replicate. I mean I do get 1km/s and The use Maximum speed is to ensure the ship going to max speed when you issue an order. However, when my ship is out of overhaul I click on the set speed button, I set it to the max I have for that ship (2000km/s) and it's all good. the only problem I see is that it doesn't update in real-time but you have to close and reopen the screen to get the right calculation.

You did replicate it. You then used a workaround when the bug happened. We can let Steve handle it now.  :)
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 16, 2020, 01:31:40 AM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.
Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.
Title: Re: v1.5.1 Bugs Thread
Post by: GL on April 16, 2020, 01:38:04 AM
Hi, the standing order "Move to Gas Giant with Sorium"  doesn't seem to be working.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 01:52:23 AM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.
Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.

Yes, the percent ratios change. But in absolute terms, there are 15 million more people living in the colony now, yet 0.5 million fewer workers overall. That's much harder to make sense of, and seems like an unintended aspect of the math behind the scenes.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 16, 2020, 01:54:05 AM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.
Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.


Here's an example of the same colony with 500m people. The problem is the colony cost, which causes the manufacturing percentage to eventually go to zero if ag percentage is above 70%. There should be a minimum of say 5% manufacturing jobs when all else is considered to prevent this, otherwise worlds with an agriculture percentage of 30% or more will always converge to 0 workers.

(https://i.imgur.com/DJq9NeZ.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 16, 2020, 02:09:52 AM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.
Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.


Here's an example of the same colony with 500m people. The problem is the colony cost, which causes the manufacturing percentage to eventually go to zero if ag percentage is above 70%. There should be a minimum of say 5% manufacturing jobs when all else is considered to prevent this, otherwise worlds with an agriculture percentage of 30% or more will always converge to 0 workers.

(https://i.imgur.com/DJq9NeZ.png)

Yes, as it should.

Some worlds are to inhospitable to colonize without terraforming. Same in VB6. I just tested it now
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 16, 2020, 02:15:14 AM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.
Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.


Here's an example of the same colony with 500m people. The problem is the colony cost, which causes the manufacturing percentage to eventually go to zero if ag percentage is above 70%. There should be a minimum of say 5% manufacturing jobs when all else is considered to prevent this, otherwise worlds with an agriculture percentage of 30% or more will always converge to 0 workers.

(https://i.imgur.com/DJq9NeZ.png)

Yes, as it should.

Some worlds are to inhospitable to colonize without terraforming. Same in VB6. I just tested it now


Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 16, 2020, 02:15:58 AM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.

Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.

After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.

Yes but did you set the race to hostile? In the diplomacy screen?
Title: Re: v1.5.1 Bugs Thread
Post by: Gnoman on April 16, 2020, 02:22:01 AM
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 16, 2020, 02:23:25 AM
.../snip
Yes, as it should.

Some worlds are to inhospitable to colonize without terraforming. Same in VB6. I just tested it now


Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.

why?

It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 16, 2020, 02:28:27 AM
When building a missile launcher you may make it a box launcher if this is the case you get this text.

"Note that Box Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities"

But when you select the box launcher your original reload rate which is usually the highest stays, but still increases the cost of the box launcher, this should instead lock it at the lowest reload rate as it cannot benefit and it increases the cost for no apparent reasons, not sure if this fully applies as a bug but its somewhat of an oversight at-least am sure many people have more expensive box launchers then they need.
Title: Re: v1.5.1 Bugs Thread
Post by: Kelewan on April 16, 2020, 02:47:20 AM
Problem with conditional Order

Version 1.51, Conventional Start

My First Survey Vessel, reported that it is returning to refuel. The Condition is "Fuel less than 50%" and the Order is "Refuel at Collony (All)"
but the Ship still has 97% Fuel.

Sorry, i looked at the ship after it had refueled
Title: Re: v1.5.1 Bugs Thread
Post by: NightlinerSGS on April 16, 2020, 02:50:50 AM
Minor bug / weird behaviour in the auto-assignment of labs to researchers:

Expected bahaviour: The game attempts to assign as many labs as possible, so either the maximum amount of labs the scientist can use, or the maximum amount of labs available, whichever is lower.

Current behaviour: Clicking on the first scientist sets the amount of labs to be assigned properly.  Clicking on another scientist who could use more labs doesn't increase the amount of assigned labs, even if more are available.  Also, the game NEVER sets the assigned amount over 25 labs, even if the scientist can do more and they're available.

Title: Re: v1.5.1 Bugs Thread
Post by: xenoscepter on April 16, 2020, 03:00:38 AM
Found a bug in Ground Unit Design:

If you delete a superior formation, it's sub-ordinate formations are not deleted.

However, they disappear from the Formations selection as if they had.

Saving, exiting out, and re-entering fixes this.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 16, 2020, 03:02:20 AM
Minor issue:

There are two OWP - Orbital Weapon Platform Ship Classes in Class Design.
Title: Re: v1.5.1 Bugs Thread
Post by: mike2R on April 16, 2020, 03:04:27 AM
Quote from: Desdinova link=topic=10756. msg123663#msg123663 date=1587002901
(https://i. imgur. com/jvUXs8y. png)

There seems to be some error in move-to-fleet orders.  This survey ship ran out of fuel; it took a few months for a tanker to arrive but when it did it stopped a few million KM short of its destination.

It looks like you have an order distance set (you can see it in the text, where is says "Distance 4 m").   It's one of the text fields available when issuing an order, used to eg set your preferred stand-off distance when fighting with beam weapons.
Title: Re: v1.5.1 Bugs Thread
Post by: Toobah on April 16, 2020, 03:29:29 AM
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?

For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.
Title: Re: v1.5.1 Bugs Thread
Post by: L0ckAndL0ad on April 16, 2020, 03:34:41 AM
Fighters landed on a mothership will eventually get their deployment clock go into negative. I was able to replicate this consistently.

Details:

Off-Topic: show
I insta-created a carrier and some fighters. Sent the carrier to orbit the Moon. Sent + assigned fighters to it. Mass selected & detached fighters, sent them to Mars and back, to land on assigned carrier. They come back, land, get refueled, and eventualy, as days go by, their deployment clock goes down, going into negative numbers.

(https://i.imgur.com/rwcczza.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 16, 2020, 03:47:40 AM
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?

For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.

need to be over a threshold first. 15m iirc
Edit: that said, I don't think civvis will move people to a automated mine colony if you don't first move some infrastructure there.
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 16, 2020, 03:51:05 AM
EM sensor created under the Power and Propulsion tab.

1.51 new save
Using multiple projects tab windows (4)

attached picture

EDIT: I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.
Title: Re: v1.5.1 Bugs Thread
Post by: sneer on April 16, 2020, 03:53:16 AM
from ver 1.5
scrapping order for shipyard caused 1 slipway not unblocked after task
constant errors shown : divide by zero for functions 2097 and 2185

saving the game also provided to function 1482 error
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 16, 2020, 04:36:34 AM
So got a weird bug, it appears that when you load a formation into a transport bay then look at it through order of battle, and then select the superior formation in the hierarchy it only shows the size, morale and units of the superior formation, the rest do not show anything, attached below is the image of it.
Title: Re: v1.5.1 Bugs Thread
Post by: Tuna-Fish on April 16, 2020, 05:05:16 AM
I've been trying to generate interesting systems near my homeworld, and stumbled on a big bug. If you generate a system by jumping into an unex jp, and then jump back and delete the newly generated system, and then save the game before using the jp again, the jp is saved to FCT_JumpPoint with a reference to the deleted jp in the deleted system, which will break wormhole display completely in the system where it exists once the game is loaded again.

thrown during game load: #1145: The given key was not present in a dictionary
thrown during attempting to view the system: 2x #1965: Object reference not set to an instance of an object
Title: Re: v1.5.1 Bugs Thread
Post by: SevenOfCarina on April 16, 2020, 05:28:12 AM
Pressing 'Update Body' in the 'Modify Body' tab in System View in a Real Stars start in Sol always resets the bearing of Mercury, Venus and Luna to zero. It's very easy to reproduce, but mysteriously doesn't appear to affect any of the other bodies. In all other cases, the Hydrosphere is updated from 'None' to 'Ice Sheet' or 'Liquid', even when there's no water at all. It also looks like the body parameters (mass, orbit time, temperature, etc.) are adjusted slightly on the first click. I have no idea what's going on here.
Title: Re: v1.5.1 Bugs Thread
Post by: Kamilo on April 16, 2020, 05:36:58 AM
Refitting ships still dosent seem to work. 

I retooled a shipyard to a newer version of a ship and wanted to update the old version via refitting, but the ship list is empty.
Title: Re: v1.5.1 Bugs Thread
Post by: Toobah on April 16, 2020, 05:45:10 AM
Quote from: Kamilo link=topic=10756.  msg123801#msg123801 date=1587033418
Refitting ships still dosent seem to work.   

I retooled a shipyard to a newer version of a ship and wanted to update the old version via refitting, but the ship list is empty. 

I spent a lot of time trying to get refit to work and it turned out to simply be the difference in tonnage that prevented the ships from showing up.   Make sure that the class-difference is within +-20% in tonnage or it will not show up in the refit list. 
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 16, 2020, 05:50:35 AM
I think this was already reported in previous versions, but it is not in known issues post and it is still present in 1.5.1:

Formation templates made by civilians are visible in Formation Templates and can be used in player's formations.
Title: Re: v1.5.1 Bugs Thread
Post by: Toobah on April 16, 2020, 05:55:28 AM
Refueling and resupply under way still does not seem to work even with the tech well researched. 
Example:
Underway replenishment researched to 70%.

Fleet A with one ship has 0 fuel and an active move order to refuel at home world.  It is drifting at 1kms/s.

Fleet B contains one ship designated as tanker, with full tanks and 1x60k refueling system.  Tanker is set to refuel own fleet.

I set a move order on Fleet B to Join and Refuel Fleet A.
Fleet B merges with Fleet A - but no refueling is done for several days.

If i remove the active "refuel at home world" order from Fleet A so that speed goes down to 0 - it instantly refuels.  ???
Title: Re: v1.5.1 Bugs Thread
Post by: Aezel on April 16, 2020, 06:03:49 AM
I didn't see any response on this in the v1. 50 bug thread and it's still in v1. 51, so maybe it was overlooked.

The behaviour of mass drivers has changed compared to VB6 Aurora.  They now transfer resources starting from the top and work their way down instead of spreading the capacity over the minerals.  I was just wondering if this change in behaviour was intentional as I don't see it mentioned anywhere.

Also wanted to say thanks to Steve, you're doing a great job addressing all these bug so swiftly.
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 16, 2020, 06:38:43 AM
I didn't see any response on this in the v1. 50 bug thread and it's still in v1. 51, so maybe it was overlooked.

The behaviour of mass drivers has changed compared to VB6 Aurora.  They now transfer resources starting from the top and work their way down instead of spreading the capacity over the minerals.  I was just wondering if this change in behaviour was intentional as I don't see it mentioned anywhere.

Also wanted to say thanks to Steve, you're doing a great job addressing all these bug so swiftly.

bug

EDIT: was coded like that and reverted to VB6 dynamics
Title: Re: v1.5.1 Bugs Thread
Post by: dr125 on April 16, 2020, 06:52:12 AM
Quote
You have a blank medal image for Survey Medal. You also have eight additional identical survey medals with the same image.

I've changed the code to give warnings for blank images rather than you losing the whole list. This will be in the patch after 1.5.1.

From the previous thread: I have selected an image though, it seems it is not registering? I can see the medals when I go to award them, but on the creation screen, it is blank. When I try to "save as new" or "current" I get that error, even though all is filled out, including the ribbon image.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 16, 2020, 06:58:24 AM
I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.

So that's how that happened; I've seen and reported this several times, but couldn't figure out what was going on.
Title: Re: v1.5.1 Bugs Thread
Post by: L0ckAndL0ad on April 16, 2020, 06:58:33 AM
Refueling and resupply under way still does not seem to work even with the tech well researched.
It worked when I tested it in 1.4. I used dedicated Tanker and Supply ships to refuel and replenish supplies in another fleet without any major problems. The only thing I was unable to do is to do all those things without merging with a target fleet. It seems you have to join fleets if you want to replenish.

Otherwise, you have to be more specific with bug reports.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 07:02:05 AM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.

Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.

After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.

Yes but did you set the race to hostile? In the diplomacy screen?

As I mentioned they already attacked me two years previously...
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 07:07:38 AM
I didn't see any response on this in the v1. 50 bug thread and it's still in v1. 51, so maybe it was overlooked.

The behaviour of mass drivers has changed compared to VB6 Aurora.  They now transfer resources starting from the top and work their way down instead of spreading the capacity over the minerals.  I was just wondering if this change in behaviour was intentional as I don't see it mentioned anywhere.

Also wanted to say thanks to Steve, you're doing a great job addressing all these bug so swiftly.

I coded it that way without remembering VB6 was different :)

Changed now to use the VB6 mechanics.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 07:08:30 AM
I guess still not STO then.

I fixed STO. They are working in v1.5.1

you may update the know issues board when you have 5 min then.

Done
Title: Re: v1.5.1 Bugs Thread
Post by: AeroEngine on April 16, 2020, 07:22:20 AM
I have had a bug twice now with the terraforming.
I can't exactly replicate it but it seems to happen after trying to remove a type of gas from the atmosphere of a planet.
Randomly after one increment the game removes all of that type of gas from the planet.

Happen once on mars with greenhouse gas -> had around 0. 25 in atmos wanted to change to 0. 24
Game remove all gas.

Same on mercury with anti greenhouse gas -> had around 0. 70 want to change to 0. 68.
Game again remove all.

Both times it happened within 30 day increment
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 16, 2020, 07:24:43 AM
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:

(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
Title: Re: v1.5.1 Bugs Thread
Post by: Toobah on April 16, 2020, 07:31:33 AM
"Conventional Industry" is selectable in the Civial economy demands dropdown - but not available in the Industry-Construction pane.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 07:38:55 AM
I have had a bug twice now with the terraforming.
I can't exactly replicate it but it seems to happen after trying to remove a type of gas from the atmosphere of a planet.
Randomly after one increment the game removes all of that type of gas from the planet.

Happen once on mars with greenhouse gas -> had around 0. 25 in atmos wanted to change to 0. 24
Game remove all gas.

Same on mercury with anti greenhouse gas -> had around 0. 70 want to change to 0. 68.
Game again remove all.

Both times it happened within 30 day increment


I did this by accident myself.

How I did it:

Set a planet to add gas till 1.2.
At 1.17ish I unchecked the add gas button.
After next time skip all the gas on the planet is gone and I got the message telling me they were done removing the gas I wanted. I thought maybe having the number higher than the amount of ATM of the gas did it.
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 16, 2020, 07:46:18 AM
Not sure if this is a bug or not but you can retool fighters in a shipyard, which um does not make much sense.

(I am currently on version 1.51, this is a constant issue so hasnt appeared recently)
Title: Re: v1.5.1 Bugs Thread
Post by: herles on April 16, 2020, 07:47:25 AM
1. 51 not sure if it is a bug or not.
 shortly after beginning the game like 1 year got the error #2662 but nothing broke. . . but some time after i noticed one comet in the sol system was moving at a very slow speed probably 1km/s probably unrelated but might as well point it out
the game is a TN start with no modifications other than disabling maintenance for ships.
Title: Re: v1.5.1 Bugs Thread
Post by: Tikigod on April 16, 2020, 07:51:01 AM
Steve, was the resupply logic that was noted missing back in 1.2 added in? As I'm noticing my ships still aren't following resupply conditionals when surveying systems outside of Sol.

(https://i.imgur.com/7kDSAlY.jpg)

(https://i.imgur.com/v1O11SP.jpg)

(https://i.imgur.com/dQOcLN2.jpg)



The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.

If I manually send them back to sol to resupply they will do so and stock up to 100% again.
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 16, 2020, 07:56:02 AM
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:

(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
Thats really weird, What happens when you turn on wide mode and then off again?
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 07:57:50 AM
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.
Title: Re: v1.5.1 Bugs Thread
Post by: Tikigod on April 16, 2020, 08:01:31 AM
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.

Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of

#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 08:01:42 AM
Also maybe not a bug, but while we can double click for some fleet orders. order templates and auto route to star does not have double click added to it.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 08:02:26 AM
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.

Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of

#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines

Same order for me I believe from my 1.4 game.
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 16, 2020, 08:03:32 AM
Larger components tend to have higher failure chance, VB had a way to check what the MSP cost to repair of each component was, but thats not currently in.
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 16, 2020, 08:08:41 AM
I think my military ships have had mostly engine failures I think I saw one crew quarter failure. Survey ship have had either survey sensor or engine failures. For survey ships I think this is kind of expected.

Depends a lot on what Steve is using for the randomization I think the windows native random is like 5% random and 95% pattern
Title: Re: v1.5.1 Bugs Thread
Post by: joshuawood on April 16, 2020, 09:12:17 AM
"Hello I'm copy pasting this from a user on discord:

I made 2 missile designs, 1 of them is 2 stage, saved the game, went to sleep, woke up, opened the game, opened the missile design screen and I get these errors https://puu. sh/Fygqh/95aae2bef4. gif The screen opens up fine afterwards.  But I get the errors again when opening the 2-stage missile design.  I also cannot shoot the missile using "launch ready ordnance".

I have also seem some very buggy behaviour from this order, but can get it to work with single stage buoys
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 16, 2020, 09:13:03 AM
Another bug,a 280 EP frigate sized engine required 112.00000 maintenance supplies it displayed it as this in the event log, some kind of display bug,
Title: Re: v1.5.1 Bugs Thread
Post by: FourXer on April 16, 2020, 09:17:15 AM
Grant Independence to a Pop creates a Function #2283 and Function #534 Error. 

No new Race will be created and the the Pop disappears

edit: the New Race appears after first time step.  But as an NPR.  are there any ways to make them Player race?
Title: Re: v1.5.1 Bugs Thread
Post by: swarm_sadist on April 16, 2020, 09:18:47 AM
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.

"Unhandled exception has occurred in you application."

You can click continue and keep playing the game, so it isn't too major of a concern.

************** Exception Text **************
Off-Topic: show
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Convert.ToDecimal(String value)
   at a6.y(Object A_0, EventArgs A_1)
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
   at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   at System.Windows.Forms.TextBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: v1.5.1 Bugs Thread
Post by: rainyday on April 16, 2020, 09:20:02 AM
My new 1. 5. 1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window. 

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.  Nothing in the event log explaining the interruption. 

I hit okay a bunch but it seems to reoccur forever.  Had to kill the game from the Task Manager. 

Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 09:27:21 AM
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.

"Unhandled exception has occurred in you application."

You can click continue and keep playing the game, so it isn't too major of a concern.

************** Exception Text **************
Off-Topic: show
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Convert.ToDecimal(String value)
   at a6.y(Object A_0, EventArgs A_1)
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
   at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   at System.Windows.Forms.TextBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)




Also if you backspace anything after a decimal point in the same field the decimal point will disappear.
Title: Re: v1.5.1 Bugs Thread
Post by: Wieseltrupp on April 16, 2020, 09:29:00 AM
Ships created with Instant Build Points dont lock the design.
Unless you lock it manualy or refit a shipyard you can change the design and all ships associated to it.
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 16, 2020, 09:37:26 AM
It appears that you have the option to load from any ship if you have a troop transport bay, this probably should not be displayed as it makes no sense if the targeted ship has no troop transport bays or way to hold them.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 09:43:23 AM
Fleet level refueling commands don't work (The drop down auto refuel box).
They only work for individual ships. Also could you add one that makes a tanker subfleet refuel a main fleet? Or a absorb as subfleet movement order?
Title: Re: v1.5.1 Bugs Thread
Post by: adriaans on April 16, 2020, 09:47:45 AM
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use.  Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).   
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0. 
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 09:48:43 AM
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use.  Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).   
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0.

I can confirm they don't produce for themselves.
Title: Re: v1.5.1 Bugs Thread
Post by: muzzlehead on April 16, 2020, 09:53:59 AM
Quote from: adriaans link=topic=10756. msg123921#msg123921 date=1587048465
Low gravity (LG) colonies do not produce their own low gravity infrastructure . . . .


+1
Title: Re: v1.5.1 Bugs Thread
Post by: cpw11 on April 16, 2020, 10:13:18 AM
Fatal crash to desktop on Mono/Linux.

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.  It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.  (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.  However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.  The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.

Thanks!
Title: Re: v1.5.1 Bugs Thread
Post by: pyr122 on April 16, 2020, 10:29:25 AM
Edge-case bug:
I found Abandoned Ruins on Titan.  Send a Construction GU force out there, that unearthed (among other things) a couple of Automated Mines and Research Facilities.

There were no actual civilians/colonists on the Moon yet, and I tried to assign a Project to the Research Facilities. 

* This led to a Divide by zero error (which could be skipped by pressing OK, but would return everytime you switch back to the Research tab for Titan.  Earth was working fine). 
* The Research Project and the assigned Scientists dissappeared from the selection panes.
* By going to the Commanders Window, I was able to find the scientist and unassign him from the Project, which reset everything to working order.
* I am unsure if they would have generated RP if I left them alone.

Title: Re: v1.5.1 Bugs Thread
Post by: Randy on April 16, 2020, 10:48:32 AM

Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.

why?

It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made

It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100. But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 16, 2020, 10:54:30 AM
I seem to have hit an infinite loop. Nothing special was going on that I can see, except that I have a lot of ships undergoing overhaul. It's been sitting there processing the next increment for about 20 minutes now. Sadly I haven't saved recently…

On a completely separate note, you might want to examine the size of the instant-build pool for new games. I don't know exactly how you tend to approach the "balance" of new games, but I used about 25% of the points before I noticed that I had 300k tons of military ships and only 150k tons of maintenance capacity. Perhaps ships are cheaper than expected (the cheaper fuel tanks perhaps, or just because of the low tech level), or perhaps there are just too many points given out. Hard for me to say which. Another idea might be to allow us to spend those points on infrastructure, so that we could decide between a few extra research labs and just a few ships or a few extra maintenance facilities to support more ships.
Title: Re: v1.5.1 Bugs Thread
Post by: mergele on April 16, 2020, 10:56:16 AM
Quote from: Randy link=topic=10756. msg123961#msg123961 date=1587052112
Quote from: Resand link=topic=10756. msg123747#msg123747 date=1587021805
Quote from: Vivalas link=topic=10756. msg123744#msg123744 date=1587021314

Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though.  There should be a minimum.

why?

It's not that they don't produce anything on the planet.  It's just nothing available for military production.
Still bunch trade goods being made

It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100.  But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.
IIRC the idea is that not all habital space on a planet is equal.  Your first 100 settle next to a cozy hot spring, but the next 900 don't fit there anymore, have to sit on the exposed hill and now everybody has to chop firewood 24/7 to keep them warm.
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 16, 2020, 10:57:39 AM
Another option would be to never have the available workers but I think that is even worse option.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:01:01 AM
V1.5

I wasn't fast enough to post in 1.5 bugs board.

While you can create a new top ground forces rank. You don't seem to be able to actually promote anyone into them...

In SM mode, I cant promote any commanders beyond the 8 limit that Aurora comes pre-installed with.
This is not the case with Naval Commanders, as you can create as many of those as you want and promote everyone all the way up the chain

Can't reproduce. I just created an extra ground rank and promoted someone into it.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 11:01:35 AM
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.

Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of

#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines

I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.

There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now.  :)
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 11:09:13 AM
On a completely separate note, you might want to examine the size of the instant-build pool for new games. I don't know exactly how you tend to approach the "balance" of new games, but I used about 25% of the points before I noticed that I had 300k tons of military ships and only 150k tons of maintenance capacity. Perhaps ships are cheaper than expected (the cheaper fuel tanks perhaps, or just because of the low tech level), or perhaps there are just too many points given out. Hard for me to say which. Another idea might be to allow us to spend those points on infrastructure, so that we could decide between a few extra research labs and just a few ships or a few extra maintenance facilities to support more ships.

I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 16, 2020, 11:10:07 AM
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:

(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
Thats really weird, What happens when you turn on wide mode and then off again?
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?

Unfortunately I don't have the laptop with me now, but I will check tomorrow if that is the case, I don't think I set it up to higher scaling. Thanks for the tip.
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 16, 2020, 11:10:59 AM
I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.

There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now.  :)

I've used the conditional order that under 20% go resupply and I haven't seen anyone go resupply yet (despite conditions being met). In anycase, I'd like to see a 40% option for this like fuel as some components (I'm looking at you jump drive) require so much MSP to repair... I've started to put 3x the max repair on my survey ships for safety. Haven't lost one since I started doing that.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:13:12 AM
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.

Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.

Double-clicking added to multi-part order

Template is WAI. Otherwise, the template might contradict existing orders and I don't want to have to debug that. Auto-route will work with existing orders though.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 11:14:13 AM
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.

Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.

Double-clicking added to multi-part order

Template is WAI. Otherwise, the template might contradict existing orders and I don't want to have to debug that. Auto-route will work with existing orders though.

Could you please quickly add the double click to the left window for multi-system navigation and order template orders.
Title: Re: v1.5.1 Bugs Thread
Post by: punchkid on April 16, 2020, 11:14:46 AM
I am not sure if this is covered by the known issue about fixed height.  Since this is not about smaller resolution I'll post it anyway just for the record:
The issue is related to big resolution screens, I am running a 5120 x1440 monitor.
If I try to run the system view in anything other then maximized horizontally it messes up the center of the screen.
Here is a video showing what I mean:
Code: [Select]
https://i.imgur.com/uau7QWp.mp4
I assume this is because you are calculating the center of the screen by using the monitor resolution instead of the window horizontal size.
Not a big deal, but would be nice to be able to run the game not maximized =)
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 16, 2020, 11:15:59 AM
I'm also having trouble with my ships resupplying after emptying their MSP even though they should go back to resupply
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:25:20 AM
The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Kristover on April 16, 2020, 11:30:08 AM
Steve, any idea if the next patch is going to be 1.5.2 or if it is going to be 1.6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 11:32:06 AM
The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.

Fixed.

Wait that's a bug? Cause I noticed that when I added a second type of engine onto my ships, they got faster.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:32:14 AM
In my latest test game, I encountered this during a production cycle:

Function #2664: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index

Followed by:

Function #2662: Object reference not set to an instance of an object.

Database is attached.

I can't reproduce in your DB but I suspect it is something to do with exploiting ruins.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:33:19 AM
I know its not really a bug and more of a sacrifice for faster delivery, but I only have a single monitor and alt tabbing to my events every time cycle (and not being able to autorun time cycles in case I miss an event) is limiting my enjoyment of the game.  I don't have a second monitor to have my events always up.  It would be nice if events could be fixed to show on the main screen.

I am sure this will already be in the suggestions thread so I will tackle it when I move from fixing bugs to adding features.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:35:17 AM
Marking fighters obsolete doesn't work.

In what way? Do they appear somewhere they shouldn't?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:36:14 AM
Just noticed, the change rank window has a labelless checkbox:

(https://i.imgur.com/i9NTUYh.png)

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:38:17 AM
Not sure if this is a bug or intended behaviour but commanders aren't being auto-assigned if a commander without the appropriate bonus is not available. Have more freighters than commanders with a logistics bonus, then some freighters will not get a commander auto-assigned even though there are commanders available (without a bonus).

This is WAI. The commanders only get reassigned when promoted, so assigning everyone to freighters would leave no one available for future higher priority roles. At some point, I may add the option to auto-transfer command from lower to higher priority ships.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 11:42:31 AM
I'm having a strange bug

In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.

Normal start, 3 NPRs, 52 years in.


(https://i.imgur.com/OpPKJhS.png)

(https://i.imgur.com/5dWDTt7.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 16, 2020, 11:43:15 AM
~snip
Yeah I ran into this yesterday.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 11:44:18 AM
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:

I've made this and Template single-click as there is nothing else to do post-click.
Title: Re: v1.5.1 Bugs Thread
Post by: Kulik on April 16, 2020, 11:45:48 AM
When in "Mineral Survey Window" i can duplicate my colonies by clicking "Create Colony" on them (lots of free minerals :) )
Title: Re: v1.5.1 Bugs Thread
Post by: Caplin on April 16, 2020, 11:48:31 AM
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:

I've made this and Template single-click as there is nothing else to do post-click.
I'm concerned about how this will interact with screen readers because when I arrow up and down the list of orders it does the equivalent of single-clicking each one. Double-click would be more consistent.
Title: Re: v1.5.1 Bugs Thread
Post by: adriaans on April 16, 2020, 12:01:29 PM
Quote from: Nori link=topic=10756. msg124020#msg124020 date=1587055395
Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351
~snip
Yeah I ran into this yesterday.

To add to this as I had this too, for me it was directly tied to a old ship I had scrapped and kept the parts of, the parts I had obsoleted but still had in storage would therefore still show up, scrapping the parts would solve it. 
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 12:03:42 PM
Quote from: Nori link=topic=10756. msg124020#msg124020 date=1587055395
Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351
~snip
Yeah I ran into this yesterday.

To add to this as I had this too, for me it was directly tied to a old ship I had scrapped and kept the parts of, the parts I had obsoleted but still had in storage would therefore still show up, scrapping the parts would solve it.

This seems to be the cause.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 12:06:45 PM
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:

I've made this and Template single-click as there is nothing else to do post-click.

Related: You can't double-click to load ground units or load installations in the third pane.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 12:10:31 PM
Bug on the Civilian Shipping Contract supply/demand window: The "demanded" installation drop-down selection resets when you switch colonies. It should ideally behave just like the "supplied" installation drop-down selection, which does remember your selection when you switch colonies:

(https://i.imgur.com/32q9igK.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:11:21 PM
Refresh button on the Naval Organization Window does not Refresh the Logistics Report or Detailed Fuel Report tabs after time advance (5 days or 30 days).   

If the window is closed and reopened, it does update

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: swarm_sadist on April 16, 2020, 12:14:09 PM
Infantry HQ cost does not change when adding capabilities. It works with vehicle and static headquarter, and it works for other infantry equipment.
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 12:17:45 PM
Marking fighters obsolete doesn't work.

In what way? Do they appear somewhere they shouldn't?

Nevermind, I'm an idiot. I was checking the "obsolete" checkbox in the components view instead of the actual obsolete checkbox on the righthand side. Could these be disambiguated?
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 16, 2020, 12:19:39 PM
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 16, 2020, 12:22:22 PM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
Title: Re: v1.5.1 Bugs Thread
Post by: Aloriel on April 16, 2020, 12:22:55 PM
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.

Agreed. I'm 13 years in, and I still have 46 instant build points. I haven't built a single ship in a ship yard.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:25:16 PM
Function #1616: Object reference not set to an instance of an object.

Occurs immediately after starting a new game with 0 player races.

Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.

The game isn't intended to function without a player race. I've added a check to the game setup window to avoid that.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:26:45 PM
The retool dropdown for naval shipyards still shows fighter classes.

That is WAI. You can build fighters in Shipyards now.
Title: Re: v1.5.1 Bugs Thread
Post by: Wieseltrupp on April 16, 2020, 12:27:37 PM
I get a lot of errors after tugging a fleet wich ran out of fuel back to earth
-tugs got orders "tug ship 1 and tug ship 2, release at earth, tugfleet didnt move away from the coords the empty fleet had
-tugfleet (wich now had both empty ships became the order to move to earth: worked as intended
-removed empty ships and sent both tugs to the scrapard
-empty ships in orbit of earth got the order to refuel, resupply and overhaul

The game now throws these error:
Selecting the Fleet in the Naval Organisation screen:
"Function #2976: The Value for a decimal was to big or to small"
"Function #916: The Value for a decimal was to big or to small"

Advancing time:
"Function #1414: The Value for a decimal was to big or to small" (an awefull lot of them)

Aurora [1.0] -> [1.5] -> [1.51]
Game created in 1.51
Windows 7, decimal dividor set to point, not comma

EDIT after loading the save the Survey Fleet containing the empty ships where gone, the officers got unassigned and are available again

Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 12:28:11 PM
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)
Title: Re: v1.5.1 Bugs Thread
Post by: mike2R on April 16, 2020, 12:28:17 PM
Pressing the Cancel button on the Create Sub Fleet confirmation still creates a sub-fleet.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:29:36 PM
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):


I've added code to set the parent fleet to max speed when an overhaul is completed,
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:30:08 PM
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)

Definitely 1.5.1? I thought this was fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Red Dusk on April 16, 2020, 12:30:14 PM
I designed two missile launchers, one at Size 1, the other at Size 6.  Both have respectively sized missiles designed for them.  I built ships mounted with them and started setting up my fire controls

When clicking Auto-Assign, the algorithm appears to ignore missile size, mounting the Size 6 missiles in the Size 1 launchers.  Not entirely sure if that should even be possible.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:32:23 PM
So I was geo surverying a NPR system when they decided to blow up my ships.

2 years later they send two geo surveryers into Sol.

I engage.

(https://i.imgur.com/FhV4lsT.png)

They seem to just be sitting there still Geo surveying instead of running away or something. Well that's what my geo surveryer did as well but kinda weird maybe something to look into the future.

They may have changed their view of you in the last two years and no longer regard you as hostile.
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 16, 2020, 12:35:52 PM
Quote from: handumf link=topic=10756. msg123736#msg123736 date=1587020508
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game. 

If you're talking the info on the tactical map, click refresh map and it will update.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:36:51 PM
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.

Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!

Do you have a race picture that isn't in the races directory?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:41:08 PM
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

Obso Comp is working fine for me. Stupid question but do you have the Obsolete checkbox checked in Components?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:42:48 PM
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

That is comms-related. Can you post db?
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 12:43:06 PM
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)

Definitely 1.5.1? I thought this was fixed.

Yes, 1.5.1.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:43:16 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:44:12 PM
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.

Screenshots below. Note the manufacturing population decreases, while the total population increases:

(https://i.imgur.com/kMPpLsm.png)

(https://i.imgur.com/blBKwRV.png)

The planet's got a max capacity of 978 million, and a habitability of 6.

That is WAI. High colony cost planets will run out of workers if the population gets too high.
Title: Re: v1.5.1 Bugs Thread
Post by: Aloriel on April 16, 2020, 12:44:35 PM
Event message colors do not stick from one play session to another.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 16, 2020, 12:45:07 PM
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.

Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!

Do you have a race picture that isn't in the races directory?

I left the default images, so I presume that I do not.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 12:48:00 PM
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.

What do you mean by the Info window?
Title: Re: v1.5.1 Bugs Thread
Post by: Hernanduer on April 16, 2020, 12:49:21 PM
Quote from: Steve Walmsley link=topic=10756. msg124088#msg124088 date=1587058996
Quote from: noodles590 link=topic=10756. msg123715#msg123715 date=1587016064
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit. 

SM was not active.

That is WAI.

Are you sure? Should the Unlock button be locked out then if ships exist with that design?
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 12:49:34 PM
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.

What do you mean by the Info window?

I'm not him but if I had to guess I think it's the mineral tab on the left-side of the tactical map. I think refresh tactical map button fixes this.
Title: Re: v1.5.1 Bugs Thread
Post by: Ardis on April 16, 2020, 12:52:08 PM
Probably not very useful, but several years into the game I've started getting "Function #2244: Attempted to divide by zero" (or something to this effect, I have non-English Windows) every construction cycle.  I suspect it's NPR-related as I didn't do anything different than before.
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 16, 2020, 12:54:56 PM
When trying to move a ground combat formation that is assigned to a HQ formation to planet pool the unit seems to move to planet pool but then after reopening or refreshing the unit is back at the HQ formation where you tried to drag it from
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 12:56:54 PM
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 16, 2020, 01:00:21 PM
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

That is comms-related. Can you post db?
I stupidly didn't save the DB file when this bug happened, so I only have the current DB which hasn't thrown that error for a bit. The error was a result of the alien race in Sirius and the errors happened shortly before they blew up my diplo ship..

https://www.dropbox.com/s/qgiij55b3h64g4h/AuroraDB.zip?dl=0
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 16, 2020, 01:01:15 PM
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

Obso Comp is working fine for me. Stupid question but do you have the Obsolete checkbox checked in Components?
As per a discussion on discord, the issue appears to be if you have some of those components in the scrap heap. Then while you can obsolete it, it doesn't stick.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 16, 2020, 01:04:38 PM
Hi, the standing order "Move to Gas Giant with Sorium"  doesn't seem to be working.

Yes, bug. Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Kiks on April 16, 2020, 01:07:13 PM
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.

NPR Generation:
Player Generation:
Combat:
Misc:

Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.
Title: Re: v1.5.1 Bugs Thread
Post by: Pedroig on April 16, 2020, 01:13:22 PM
Ok, so went to refit a ship.   I did not change the class name, simply unlocked it, made the change, then took the sole ship to yard and tried to refit.   Had blank boxes.   Tried an overhaul, still didn't work.   Ended up somehow with Zero slips available.   Getting the following errors:

Function #2097:  Attempted to divide by zero
Function #2185:  Attempted to divide by zero


Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 01:16:00 PM
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

(https://i.imgur.com/ETiZYTi.png)

(https://i.imgur.com/OsVgcdR.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Erik L on April 16, 2020, 01:22:24 PM
How many systems did you start with? It is possible for it to happen.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 01:26:43 PM
How many systems did you start with? It is possible for it to happen.

1000 stars, default system generation/spread settings.
Title: Re: v1.5.1 Bugs Thread
Post by: Hastermain on April 16, 2020, 01:30:31 PM
Error window gives me Function #1810: Object reference not set to an instance of an object

Started after some forced 5 second increment turns that suddenly showed up.  Been going for 10 minutes and still haven't gotten through it.  The . db below should reproduce the error.

THanks for all the bug extermination!

https://drive.  google.  com/open?id=1zSMbrFcZ8NesCUNZNrkJZHEAn5B0fBb3

Edit: tried to play again with the save. infinite 5 seconds are mostly over, but Events has a white screen, and accessing some screens like Intelligence and Foreign Relations give me "Function #1936: Insufficient memory" as an error screen.

Edit 2: infinite 5 second increments with the 1810 error showed up again after a couple of minutes (irl time)
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 01:34:31 PM
Naval officers have a "Production" trait that doesn't seem to do anything.
Title: Re: v1.5.1 Bugs Thread
Post by: Frank Jager on April 16, 2020, 01:46:57 PM
V1.5

I wasn't fast enough to post in 1.5 bugs board.

While you can create a new top ground forces rank. You don't seem to be able to actually promote anyone into them...

In SM mode, I cant promote any commanders beyond the 8 limit that Aurora comes pre-installed with.
This is not the case with Naval Commanders, as you can create as many of those as you want and promote everyone all the way up the chain

Can't reproduce. I just created an extra ground rank and promoted someone into it.

For some reason, it seems to work just fine for me now too.

I didn't however assign a commander straight away. I created the rank and left it blank for a while, closed the screen, closed aurora.
When coming back to Aurora the following day I was manually promoting and assigning all 400 odd Ground Forces commanders and couldn't promote past the 8th rank.

Deleting the top level rank and re adding it allowed me to promote the commander successfully. So perhaps just an edge case.
Title: Re: v1.5.1 Bugs Thread
Post by: Demonides on April 16, 2020, 02:01:07 PM
Open Mineral Survey Window -> Click Search -> Function 2026:Invalid input string format

https://imgur.com/vatq6du
Title: Re: v1.5.1 Bugs Thread
Post by: alvin853 on April 16, 2020, 02:07:34 PM
Already posted this in the 1.5 bugs thread, but it's still in 1.5.1:

Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Can "Create Task" for refit even without selecting a ship to refit, resulting in infinite erros like this:

[...] Getting the following errors:

Function #2097:  Attempted to divide by zero
Function #2185:  Attempted to divide by zero
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 02:08:04 PM
I had all my ground units on Earth suddenly disappear, but I had a recent save to roll back to and haven't been able to reproduce it. Has this happened to anyone else?
Title: Re: v1.5.1 Bugs Thread
Post by: xenoscepter on April 16, 2020, 02:17:45 PM
When researching Maintenance Support per Facility, removing the tech after researching it does not remove the bonus.

I've attached the DB and some screenshots.
Title: Re: v1.5.1 Bugs Thread
Post by: Lastof on April 16, 2020, 02:22:55 PM
1. 5. 1

Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)
Title: Re: v1.5.1 Bugs Thread
Post by: Garfunkel on April 16, 2020, 02:24:43 PM
Naval officers have a "Production" trait that doesn't seem to do anything.
It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
Title: Re: v1.5.1 Bugs Thread
Post by: Inglonias on April 16, 2020, 02:36:29 PM
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db

This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.

Pressing OK seems to cause the game to load normally.

Additionally, saving over the database causes the error to vanish

Title: Re: v1.5.1 Bugs Thread
Post by: Aloriel on April 16, 2020, 02:54:30 PM
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value

I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL

EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.
Title: Re: v1.5.1 Bugs Thread
Post by: Icekiller on April 16, 2020, 02:57:39 PM
Looks like there is an issue where if a unit runs down to 0% supply in combat, they never have their inherent supply replenished.  The unit is now out of combat and I have reinforced them with infantry logistics, and have reinforced the higher command with light vehicle logistics.  Supply remains at 0% despite numerous time increment progressions.
Title: Re: v1.5.1 Bugs Thread
Post by: Tikigod on April 16, 2020, 03:14:31 PM
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.

Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of

#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines

I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.

There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now.  :)

Sure, though if you actually read the actual bug report post (http://aurora2.pentarch.org/index.php?topic=10756.msg123849#msg123849) you'll see it's about the resupply conditionals still not working in 1.51. The whole order of things breaking down was someone else's commentary on the resupply conditionals not working post. :p

Am kind of wondering now if Steve noticed the actual topic of the bug report or just saw the derailed conversation that was created from it. lol
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 03:21:59 PM
Unbuilt classes and classes that have all been scrapped still show up in the scrap ship dropdown.
Title: Re: v1.5.1 Bugs Thread
Post by: DoctorDanny on April 16, 2020, 03:54:38 PM
Minerva loses its moons.

Could be some spectacular stellar phenomenon, but I suspect it's a bug.

See image.

I think the problem started at the moment the lagrange point was discovered.
Title: Re: v1.5.1 Bugs Thread
Post by: Shuul on April 16, 2020, 04:09:36 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
Title: Re: v1.5.1 Bugs Thread
Post by: rainyday on April 16, 2020, 04:16:10 PM
Quote from: Shuul link=topic=10756. msg124197#msg124197 date=1587071376
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

There is a note about this behavior on tab of the ship designer where it explains all the abbreviations.
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 16, 2020, 04:19:03 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

You clearly know best than Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).
Title: Re: v1.5.1 Bugs Thread
Post by: Shuul on April 16, 2020, 04:24:14 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

You clearly know best then Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

Ok, agree, I overreacted to this, would still be good to have it show up only when in SM mod, but its up to Steave, I will not use this button to cheat anyway.
Title: Re: v1.5.1 Bugs Thread
Post by: Randy on April 16, 2020, 04:59:30 PM

Player Generation:
-Giving the player auto-generation 0 research points to play with will design an army but not a navy.

I've noticed that if you check the auto design ground forces and auto design ship classess check boxes, but not the auto assign tech box, you get this same  result - ground force templates, but no ships.

I'm guessing that the ships designs don't appear because none of the tech required is designed first...
Title: Re: v1.5.1 Bugs Thread
Post by: Randy on April 16, 2020, 05:03:28 PM
Another in the bad aim category:

If you hit "Cancel" instead of "create" on the player race creation while creating a new game, it gets into an ugly state...
You get no system shown, and all sorts of errors.

Perhaps cancel here needs to be trapped to cancel game generation if it was the only player race
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 16, 2020, 05:03:54 PM
Quote from: Doren link=topic=10756. msg123864#msg123864 date=1587042521
I think my military ships have had mostly engine failures I think I saw one crew quarter failure.  Survey ship have had either survey sensor or engine failures.  For survey ships I think this is kind of expected.

Depends a lot on what Steve is using for the randomization I think the windows native random is like 5% random and 95% pattern
Title: Re: v1.5.1 Bugs Thread
Post by: mike2R on April 16, 2020, 05:15:46 PM
Edit: I'm over my maintenance facilities capacity, so I guess this is WAI.

I'm pretty sure I just had a maintenance failure in a ship that was undergoing overhaul, which seems possibly not intended :)

Can't replicate to be certain, but I have a ship currently undergoing overhaul that suffered a failure on 22nd July that said it has 3.  28 years left on its clock, and on 1st August the same ship completed shore leave.    Which seems to indicate the ship had been out long enough that there is no way it could have docked after the failure and completed shore leave when it did. 
Title: Re: v1.5.1 Bugs Thread
Post by: Demonius on April 16, 2020, 05:25:28 PM
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.
Title: Re: v1.5.1 Bugs Thread
Post by: johiah on April 16, 2020, 05:43:31 PM
SO I got a series of 3 bugs upon advancing game time 5 days.  One of them was possibly 2356, but I don't remember.  After entering through them a couple times, I got stuck on a #1512 "Object reference not set" that refuses to go away.  Sorry that this probably isn't very helpful, I have no idea what could have caused it.
Title: Re: v1.5.1 Bugs Thread
Post by: lupin-de-mid on April 16, 2020, 05:50:26 PM
1)Download Aurora151Full.rar  && unpack
2)Start Aurora
3)Turn on SM
4)Open "System Generation and .."
5)Click create system
6)Function #2668 input string was not in correct format

For New Game without real stars in work ok
For New Game with real stars in get same error
Title: Re: v1.5.1 Bugs Thread
Post by: Demonius on April 16, 2020, 05:56:39 PM
Additionally, I now get a 1530 Object refernce not set to an object error which might be related to officers - and ever since I captured some POWs from the Alpha Centauri System NPR I get frequent "Prisoner breaks" as I envision them -  a message in the log stating that an enemy groudn force was defeated and 0 reparations have been Paid, which results in an empty enemy Population conquered Pop on Earth.
Title: Re: v1.5.1 Bugs Thread
Post by: WSoxfan86 on April 16, 2020, 06:00:27 PM
I found a weird one in 1.  5.  1.  -I noticed one of my ground officers reached a ground command of 8,000,000-however when I went to check his promotion score I found his promotion score crashed-from around 15,000 to 150.      I saved the game and reloaded it-when I did I lost all events since my last save, and all my officers vanished.      I noticed the promotion scores of a lot of the promotion scores of my other ground commanders had a similar drop around the same time, as if the game was no longer taking the ground command into account in the promotion score.      I've attached before and after screens as well as the database.   

UPDATE: I tried starting a new game and got a function 1480 error-unique constraint failed: fct_commandertraits. cmdrID, fct_commandertraits. traitID it loaded fine, except I had no officers generate.
Title: Re: v1.5.1 Bugs Thread
Post by: insanegame27 on April 16, 2020, 06:01:13 PM
Quote from: insanegame27 link=topic=10756. msg123655#msg123655 date=1587001872
Function #2217: An item with the same key has already been added

pops up whenever I try to open summary, industry, mining or research tabs.   Was in 1.  4 and was also reported by me in 1.  4

db file:
Code: [Select]
https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
Anything on this?
Title: Re: v1.5.1 Bugs Thread
Post by: skoormit on April 16, 2020, 06:07:59 PM
Are Mass Drivers behaving differently?
In VB6, drivers would make multi-mineral packets.
In C#, they never get past the Duranium pile.
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 16, 2020, 06:10:42 PM
The Mass driver issue is a known issue, it was never coded the same as VB6 steve has already re coded it to how VB6 did it
Title: Re: v1.5.1 Bugs Thread
Post by: Inglonias on April 16, 2020, 06:11:11 PM
Could have sworn this was reported, but maybe it's just on the spreadsheet:

When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.

So if I put 7500, I get HQ capacity of 7.

EDIT: This appears to be a display issue. The screen shows HQ7, but should show HQ7k. Peeking at the database shows the correct HQ capacity.
Title: Re: v1.5.1 Bugs Thread
Post by: Caplin on April 16, 2020, 06:22:04 PM
Could have sworn this was reported, but maybe it's just on the spreadsheet:

When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.

So if I put 7500, I get HQ capacity of 7.

Steve has said previously that the capacity of 7 was just for the summary, as an abbreviation. Is this about something different?
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 16, 2020, 06:31:28 PM
Not really a bug but just a tweak/fix for the auto template for the ground unit:

based on this: 6)   HQ: The headquarters capacity of the element's Unit Class in tons. If there are multiple units in a template element, only one is considered for the headquarters capacity. Any additional units are for redundancy. The headquarters capacity is the total size of the formation (or formation hierarchy) that can be effectively controlled by a commander based in a unit with this component. In the case of the Macharius Command Tank, it has an HQ capacity of 10,000 tons.

reported here: http://aurora2.pentarch.org/index.php?topic=8495.msg105824#msg105824

The design produced by the auto-generation would cause a penalty. I can tell there is something weird as the system generates 2 HQ to clearly fulfill the minimum requirement, however it doesn't consider the above exception. Therefore shouldn't ben created an HQ with the right amount and eventually only add redundancy if really needed (maybe for higher levels where losing the HQ could cause a natural crumble of the chain of command)?

The other generations on the same screen look correct and following also the redundancy safe net, so as said just a minor for later release.

attached my auto-generated forces.
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 16, 2020, 06:38:54 PM
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.

if you could count how many increments in and out before the problem starts to appear Steve may be able to lock the zoom to avoid this to happen if he cannot fix the bug right away. Also, it may help him in replicating the bug. For instance if it happens to 15 zoom increments in your desktop/laptop could be related to performances but if it happens at the same zoom level on 2 different systems could then not be related to individual performances but maybe coding, etc.

Could you do that? I would like to give it a go.
Title: Re: v1.5.1 Bugs Thread
Post by: GathStormer on April 16, 2020, 06:44:46 PM
I appears that if you make a ship design and build said ship and then update the design the already constructed ship will automatically update to the new design.  This enables you to build ships and then tack on whatever you want for free after they are out and about simply by editing the class design.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 16, 2020, 06:55:06 PM
The civilian shipping contracts interface does not accept decimal amounts for shipping. Normally this isn't an issue, until you decide you want to modify a shipment like this from 0.3 to 1.3:

(https://i.imgur.com/UpJhC2Q.png)

The error thrown is Function #607:

(https://i.imgur.com/2E8P9Ll.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Franss22 on April 16, 2020, 07:03:06 PM
When adding a tech to the queue, and then removing it from the queue, it doesn't re-appear in the list of available tech to research, unless you reload the list by changing the category and going back. This happened on a fresh game.
Title: Re: v1.5.1 Bugs Thread
Post by: Frank Jager on April 16, 2020, 07:21:47 PM
Somebody already reported the graphical error present when designing ships, regarding jump drives and copied classes didn't they??

If not then please see attached. It had a Jump Drive at one point in the design stage. Then it was removed and the jump rating remains. Closing and reopening various windows and even restarting Aurora fail to clear the ships jump rating. Unsure if this allows those ships to jump or not.
Title: Re: v1.5.1 Bugs Thread
Post by: Omnivore on April 16, 2020, 07:28:46 PM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I'm getting a very similar bug when I design a mine buoy.  The #2044 Object reference is not set to an object popup (and perhaps similar if not identical popups) comes up every time I click on missile design.  The pick engine size seems to work temporarily but the next time I launch it, I get the same errors again.

Hope this helps and thank you for continuing on this game all this time!
Title: Re: v1.5.1 Bugs Thread
Post by: Migi on April 16, 2020, 07:32:18 PM
Hi

I posted these earlier from v1. 50, I have checked them in V 1. 51 and updated their status if fixed.  I have re-written some of the descriptions and added some others I encountered.

Setup: New game, default settings except starting NPR set to 0, starting year set to 2000, NPR discovery by NPR set to 0.
In this instance I use SM to give myself most technologies up to 2000 RP and some others as needed.

Economics window
(Minor Bug) Sort by labs vs.  sort by date is not remembered between closing and re-opening the window.
(Minor Bug) Compare button does nothing (not sure what it is supposed to do TBH)

View Technology window
(Bug) Prototype weapons and turrets and engines appear in the component list as if they are normal components (with no P after them).   Not sure if the intended behaviour is for them to appear at all or if they should have a (P).
(Minor Bug) Size in tons check box does not remember previous setting after closing and reopening (although who actually uses HS?)

Event Log
(Fixed) Weapons and turrets researched with SM instant mode are listed as prototypes in the log.  This also applies to technologies.
(Bug) Prototype components are listed as completed research in the log (not sure if they should appear at all or just be put in a separate category).
(Bug) If you try to load 2 ground units into a ship which only has capacity for 1, it doesn't give an error, it just says orders complete.  (In the test the ship had capacity for 200T and both units were 200T, only the first unit was loaded)

Ground Forces
(Fixed) You can still add prototype weapons to STOs but you can't add weapons researched with SM instant mode (I made sure of this by renaming the instant weapons but not the prototypes).
(Minor Bug) Turrets in STO's do not affect STO tracking speed.  Toggling the PD button on and off does affect tracking speed (not sure how I missed that so thanks for pointing it out) therefore it seems that the bug is that STO's can accept turreted weapons when the turret functionality (extra tracking speed) is subsumed by the STO.
(Error) When designing an STO, clicking on Weapon Type (above the list of weapons gives this error "Function #1871: Object reference not set to an instance of an object. "
(Possible Bug) Ground forces don't appear to suffer morale loss if they are in transport ships.  I searched the C# changes list and I couldn't see it mentioned as being changed.  Also it looks like cryo drop pods are removed completely (there are only normal, boarding and drop pod versions that I could find).
(Error) If you click Field Position when you have an element selected you get error message "Function #1870: Unable to cast object of type 'av' to type 'f4'. "
(Error) If you click Clear Hierarchy when you have an element selected you get error message "Function #1886: Unable to cast object of type 'av' to type 'f4'. "

Game Information window (new game)
(Minor Bug) Tooltips only show if highlighting the number, not the text of the setting.
(Minor Bug) Settings which don't affect Real Stars games should be locked or greyed out to reflect this.
(Minor Bug) Known Star Systems is referred to as Real Stars in various places.

Race Information Window
(Minor Bug) The flag was changed between game setup and opening Race Information, game started with default (which I think is flag0393.  JPG) but this changed to flag0000.  jpg.  This occurred even though class naming theme was set to French, je suis desole, je ne comprends pas.  :)

Commanders
(Minor Bug) When starting a new game all Commanders (naval, ground, scientists and administrators) start at the same age (20).   I assume there should be some variation (and on average a step in age for each rank).  I think this is most likely caused by the age of graduation being 20.

Missile Design
(Possible Bug) If enhanced radiation is researched, a missile with WH 1 will change to WH 0 Rad Dmg 2 if the box is ticked.   A missile with effectively 0.  5 WH will change to Rad Dmg 1 if the box is ticked.   Are either of these supposed to be possible?

Class Design
(Error) If you type in .  for deployment time (I was trying to type . 5) you get this error message:
Unhandled Exception
Input string was not in a correct format
 (this is in a different format to the normal Aurora error messages, if you want I can send you the full details)
(Error) If you type in ". " for armour value you get this error message: Function #263: Input string was not in a correct format.
(Possible Bug) Ships can be fitted with both commercial and normal hanger decks.  If you put both on a ship the game can't tell whether ships in hanger should be running their maintenance clock or not, so it seems like it should be disallowed.
(Possible Bug) Troop Transport bays, I think I unlocked all of the relevant techs with SM mode but the resulting list in the ship designer makes me think otherwise.  I had standard (+2 variants), Very Small (+2 variants), Small (only Boarding, normal and Drop pod were missing), Large (only normal and drop pod, Boarding varient was not there).  Possibly there is a problem with the prerequisites in the tech tree.
(Bug) You can rename 'base' components like fuel storage.  This persists between saving, closing and re-opening the game.  This also affects other new games and games previously saved in the same DB.
(Minor Bug) In the Components tab you can only see sizes in HS, there is no way to get the game to show you size in Tons.

I have attached a copy of the DB in case that is needed.

Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 16, 2020, 07:55:10 PM
Naval officers have a "Production" trait that doesn't seem to do anything.
It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
Does that not affect Mining and sodium harvest rate?
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 07:58:43 PM
Naval officers have a "Production" trait that doesn't seem to do anything.
It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
Does that not affect Mining and sodium harvest rate?

That's a separate Mining stat.
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 08:00:56 PM
Here's a display bug: While officers no longer get assigned to civilian ships, civilian ships still appear as possible assignments in the officers screen.
Title: Re: v1.5.1 Bugs Thread
Post by: yourITguy on April 16, 2020, 08:10:02 PM
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back.  I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 16, 2020, 08:15:09 PM
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back.  I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.

Yep that's how elliptical orbits work
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 08:38:59 PM
Not sure if anyone mentioned it but area defense PD fire does not seem to be working.
Title: Re: v1.5.1 Bugs Thread
Post by: Malorn on April 16, 2020, 08:57:18 PM
V1.51

Perhaps obvious in hindsight, but if you create only a single race, and set that race to 'NPR'. When the game loads up all buttons will not be functioning properly, even the one to turn SM mode on. Perhaps it should not be possible to start a new game with only a single created race set to NPR?
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 09:05:52 PM
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

Title: Re: v1.5.1 Bugs Thread
Post by: EnzoAkira on April 16, 2020, 09:16:09 PM
Hi.  I'm new to Aurora 4x, but I'm following some 'let's play' on youtube with the old version of Aurora.

When I try to create a jump engine, I don't know what tech is missing, unless I check Show Next Tech, in my opinion, the missing techs should be displayed in the text box on the right.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 16, 2020, 09:38:20 PM
Commecial line built sorium havesters before I researched the tech.
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 16, 2020, 09:42:48 PM
This one was pretty wild. I had a stabilization ship stationed on the Proxima Centauri side of the Proxima Centauri/Sol jump point to keep an eye on a neutral NPR that had positioned ships there, when both sides were attacked by the Swarm. The jump ship retreated, but exploded a few hours later due to the new acid damage.

While this was going on, I encountered a Function #327: Object reference not set to an instance of an object exception.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 16, 2020, 09:47:10 PM
By clicking on “show civilian” in class design window.  It seems that I could change the components of built civilian ships.
And their classes are default unlocked
Title: Re: v1.5.1 Bugs Thread
Post by: Demonides on April 16, 2020, 10:06:49 PM
Inability to issue an order to unload infrastructure at any colony.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 16, 2020, 10:11:15 PM
Inability to issue an order to unload infrastructure at any colony.

Does your freighter have cargo shuttles? It needs cargo shuttles to unload unless there is a spaceport or cargo handling station present.
Title: Re: v1.5.1 Bugs Thread
Post by: Demonides on April 16, 2020, 10:20:25 PM
Inability to issue an order to unload infrastructure at any colony.

Does your freighter have cargo shuttles? It needs cargo shuttles to unload unless there is a spaceport or cargo handling station present.

wait wut ?  :o
Title: Re: v1.5.1 Bugs Thread
Post by: Red Dusk on April 16, 2020, 10:34:34 PM
I'm not sure if Squadron Transit by sub-fleet is working or not, or if perhaps I misinterpreted what it should mean.  When giving the order, my fleet will approach the target jump point (unexplored) and split into it's various sub-fleets, and then report that orders are completed without actually jumping through.  They will then remain as their sub-fleets, never re-converging into the main fleet on the other side.

I had actually tested and made a mistake initially as I had one too many ships in each sub-fleet.  and each sub-fleet reported itself as being unable to complete the transit and the fleet remained as its whole self.  This begs the question of whether the fleets are supposed to split permanently or if something is failing during the jump attempt and they simply aren't recombining.
Title: Re: v1.5.1 Bugs Thread
Post by: Chrisianak on April 16, 2020, 10:44:37 PM
Trade good infrastructure (both types) is not added to the producing planets infrastructure supporting the population. 

While regular Infrastructure is exported and added to the receiving planet's infrastructure as expected (if there is a surplus to export) LG Infrastructure is not traded at all. 
Title: Re: v1.5.1 Bugs Thread
Post by: Scud on April 16, 2020, 10:52:55 PM
Fuel efficiency is still shown as a drop down in the shield project menu, even though it has no use.   

Additionally, this game is giving a series of Function #99 "Sequence contains no elements" bugs every construction cycle.   This did not happen until I reloaded from a save. 

Edit: It would appear this was caused by my missile designs being mysteriously deleted/not saving.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 16, 2020, 11:06:54 PM
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back.  I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.

Yep that's how elliptical orbits work

Well, it's an approximation of how elliptical orbits work.
Title: Re: v1.5.1 Bugs Thread
Post by: x2yzh9 on April 16, 2020, 11:13:35 PM
So, I started a game with no maintenance required as a checked tick box on my game start. Years into the game, developed my first geo/grav survey ships capable of jumping. I send them home to refuel and resupply when their over their limit-and accidentally clicked overhaul(rewind clock). This caused them to permanently be stuck in Overhaul. No error text codes, no nothing, just..stuck in Overhaul. Anyone else having this problem?
Title: Re: v1.5.1 Bugs Thread
Post by: Caplin on April 16, 2020, 11:25:11 PM
I was messing around in the System View in Federated Nations, and had an unexplored jump point. I was not in SM mode. I hit the "Enter JP," button.

Error in function 3102: Object reference not set to an instance of an object.

I suspect this is something to do with having no generated system on the other side to enter, in which case some sort of more obvious error could be presented.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 16, 2020, 11:31:59 PM
I was messing around in the System View in Federated Nations, and had an unexplored jump point. I was not in SM mode. I hit the "Enter JP," button.

Error in function 3102: Object reference not set to an instance of an object.

I suspect this is something to do with having no generated system on the other side to enter, in which case some sort of more obvious error could be presented.

The Federated Nations games (The one the game comes with) is started on the 1.0 database so it's broken and bugs from it should not be report AFAIK.
Title: Re: v1.5.1 Bugs Thread
Post by: logancapitalist on April 16, 2020, 11:43:14 PM
I have Function #2185 Attempted to divide by zero issue (due to some refit attempt in shipyard screen). . . however it is on 1. 3 using the provided database. . . is this reportable given the version and default game settings.  It feels like a fairly 'generic' kind of bug. . . 
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 16, 2020, 11:44:18 PM
Event log color settings do not seem to save
Title: (V1.4) Civilian Engine In The research Queue
Post by: joshuawood on April 16, 2020, 11:54:53 PM
https://i. imgur. com/WXchc89. png

This shipping line was created a while back so i presume this was then also (Can't confirm that)

I will have my database (V1. 4)  in attachments for you to check :)
(I'm using V1. 4)


I also got this error a little while back also,

https://cdn. discordapp. com/attachments/402321466839793664/700559742795251732/unknown. png

only once and it caused no crash or anything so i continued on.  Judging by the wording it might be linked to the cause but i can't confirm both appeared at the same time.  (again v1. 4)
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 12:33:11 AM
Medal Management window prevents opening of any other windows. I believe, that it is the only window that works this way so I presume that it is not intentional.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 12:56:41 AM
(https://i.imgur.com/iUrLLw3.png)

20 years in 1 NPR, found some precursors a couple years back (probably not related)

I suddenly get this error while passing day by day.

Game continues as normal.
Title: Re: v1.5.1 Bugs Thread
Post by: Malorn on April 17, 2020, 12:59:38 AM
v1.5

Something is fishy about fuel tankers. The standing order 'Move to Gas Giant with Sorium' does not appear to work. The tanker stays at the colony, with no orders, with a sorium gas giant in-system. Equally, 'Transfer Fuel to Colony' conditional order does not appear to work, again no orders issued. Lastly, when I manually ordered my tanker to transfer fuel to colony, it transferred 100% of it's fuel to the colony, and did not retain the 5% which I set in it's design.

Back in v1.4, the 'transfer fuel to colony' part was working correctly, though the standing order was not. This is using a colony in another system, not my homeworld. But it has refueling ability, and a small population.
Title: Re: v1.5.1 Bugs Thread
Post by: DoctorDanny on April 17, 2020, 01:05:38 AM
Is your ship designated as a 'tanker' in the ship design window?
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 01:16:59 AM
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).
Title: Re: v1.5.1 Bugs Thread
Post by: Agraelgrimm on April 17, 2020, 01:18:43 AM
Well, since the version 1. 0 the game is overall unplayable to me.  Any attempts to create a new game (Conventional) even on *sol* system generates a error, no map is launched  and on top of that, the game windows are way too big for my screen and t is in such nature that even infinite screen cant solve the problem because when i try to scroll the window just cuts the rest of the information.  Not even moving the window solves this.  So i lose most of the information of the screens anyway. 
It is version 1. 5. 1 and i still havent played a single game because of all this.
Title: Re: v1.5.1 Bugs Thread
Post by: Malorn on April 17, 2020, 01:36:27 AM
Is your ship designated as a 'tanker' in the ship design window?

Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.

Edit: And now it won't stop, and doesn't wait until the tank is full. It now returns back to the colony and empties it's fuel tank instantly upon arriving at the gas giant. (Still has to be manually told to go to the gas giant). And yes, it is set to wait until full.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 01:40:31 AM
Is your ship designated as a 'tanker' in the ship design window?

Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.

You need to set the fuel reserve in litres not in percent. If you put 5 in there it means 5 litres not 5%.
Title: Re: v1.5.1 Bugs Thread
Post by: relmz32 on April 17, 2020, 01:50:37 AM
The refit cost between two ships that are the same size seems incorrect, I have two destroyers using the same outfit (~1000 BP cost) with only a 24BP fire control different between the two, and it costs 208. 8 to refit.  I suspect this issue is also affecting player ability to produce multiple ship types out of one shipyard.
Title: Re: v1.5.1 Bugs Thread
Post by: Malorn on April 17, 2020, 01:56:53 AM
Is your ship designated as a 'tanker' in the ship design window?

Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.

You need to set the fuel reserve in litres not in percent. If you put 5 in there it means 5 litres not 5%.

Odd...it worked in the prior game with '10' and always had 10% left over. Are you sure? I'll test it out really quick, easy to do.

Edit: It certainly works the way you say it does. Strange that it worked in 1.4 with 10 and 10%. Anyway, that still leaves the standing and conditional order problems, which sadly have not been magically resolved by a proper fuel reserve.
Title: Re: v1.5.1 Bugs Thread
Post by: Malorn on April 17, 2020, 01:57:44 AM
Attached DB, after some struggling to upload. For the record, this has the fuel tanker at the gas giant already, but if moved away it will not return, despite it's standing orders.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 17, 2020, 02:27:05 AM
Here's a database I saved while getting a stream of 1512 null reference errors, apparently infinite in length. These errors started just after I jumped into Procyon, so presumably something has gone wrong with generating the system.
Title: Re: v1.5.1 Bugs Thread
Post by: Latrone on April 17, 2020, 02:38:21 AM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point. 
Title: Re: v1.5.1 Bugs Thread
Post by: Bughunter on April 17, 2020, 02:50:22 AM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)

So regardless of performance improvements there is a hard limit on how long running games you can have there :)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 03:28:14 AM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)
Title: Re: v1.5.1 Bugs Thread
Post by: Migi on April 17, 2020, 03:41:06 AM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)

Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.
Title: Re: v1.5.1 Bugs Thread
Post by: Bubbaisagod on April 17, 2020, 05:49:45 AM
I think I've got a bug with diplomacy.

Problem: Function #1530: Object reference not set to an instance of an object.
Event log message
Alien Communication ==> Sirius ==> DIP Royal Sovereign has received an unintelligible communication from XX Dvora 001

I have a very basic diplomatic ship in orbit around the alien home world, after it arrived the #1530 error started.
Previously failed unintelligible communication with a GRAV Survey vessel in the same system didn't cause any problems.
If i move my ship away from the planet the error stops, if i move it back to the plant the error starts again.

I hope this helps & thx for all your hard work. 
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 05:55:53 AM
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:

(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
Thats really weird, What happens when you turn on wide mode and then off again?
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?

You were correct, it was problem with 125% scaling. Changing it solved the problem. Thank you.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:58:54 AM
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.

Reproduced and fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:12:19 AM
When building a missile launcher you may make it a box launcher if this is the case you get this text.

"Note that Box Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities"

But when you select the box launcher your original reload rate which is usually the highest stays, but still increases the cost of the box launcher, this should instead lock it at the lowest reload rate as it cannot benefit and it increases the cost for no apparent reasons, not sure if this fully applies as a bug but its somewhat of an oversight at-least am sure many people have more expensive box launchers then they need.

I've changed it so that reload rate 1 is automatically used for box launcher design and changed the text to reflect that.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:20:25 AM
Minor bug / weird behaviour in the auto-assignment of labs to researchers:

Expected bahaviour: The game attempts to assign as many labs as possible, so either the maximum amount of labs the scientist can use, or the maximum amount of labs available, whichever is lower.

Current behaviour: Clicking on the first scientist sets the amount of labs to be assigned properly.  Clicking on another scientist who could use more labs doesn't increase the amount of assigned labs, even if more are available.  Also, the game NEVER sets the assigned amount over 25 labs, even if the scientist can do more and they're available.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:22:11 AM
Minor issue:

There are two OWP - Orbital Weapon Platform Ship Classes in Class Design.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:27:46 AM
Found a bug in Ground Unit Design:

If you delete a superior formation, it's sub-ordinate formations are not deleted.

However, they disappear from the Formations selection as if they had.

Saving, exiting out, and re-entering fixes this.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:28:48 AM
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?

For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.

You don't have direct control over civilians, so you can only set that when a colony reaches ten million (was 25m in VB6).
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:32:04 AM
Fighters landed on a mothership will eventually get their deployment clock go into negative. I was able to replicate this consistently.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 17, 2020, 06:36:03 AM
Here's a weird one. I put a colony on Mars before I ever advanced time at all, and now it won't let me unload infrastructure or colonists there. No errors have been reported, it just doesn't give me the option to add an "unload all installations" order.
Title: Re: v1.5.1 Bugs Thread
Post by: Aezel on April 17, 2020, 06:38:30 AM
Quote from: db48x link=topic=10756. msg124453#msg124453 date=1587123363
Here's a weird one.  I put a colony on Mars before I ever advanced time at all, and now it won't let me unload infrastructure or colonists there.  No errors have been reported, it just doesn't give me the option to add an "unload all installations" order.
Do the ships have cargo shuttles?
Title: Re: v1.5.1 Bugs Thread
Post by: DoctorDanny on April 17, 2020, 06:39:23 AM
Either the colony or your freighter need to have cargo shuttle bays.
The coolony is new so it hasn't got them and you probably forgot to put them on the freighter :)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:39:41 AM
EM sensor created under the Power and Propulsion tab.

1.51 new save
Using multiple projects tab windows (4)

attached picture

EDIT: I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.

Is it creating a sensor, or creating an engine and giving it the name of the sensor?

EDIT: Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Hallec on April 17, 2020, 06:44:25 AM
Possible terraforming bug,

greenhouse pressure shown as 0 and atmosphere not adding up?

I can supply a db if needed as well


thanks for all the hard work!

Edit:  after several months of adding more Aestusium, it now looks like this, and appears to be calculating correctly again?
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 17, 2020, 06:44:43 AM
Do the ships have cargo shuttles?

/me facepalms

I spent half an hour examining everything that I could think of, but missed that. I think I need to get some sleep!
Title: Re: v1.5.1 Bugs Thread
Post by: punchkid on April 17, 2020, 06:45:43 AM
If you make a new version of an existing class with a prototype component in it, you can build it from the shipyard that is tooled for the original class without researching the prototype component. 

Edit:
To reproduce create a copy of existing class that you have a shipyard tooled for, replace one of the components with a prototype and then you can build that new class in the shipyard tooled for the old one without researching the prototype component.
Title: Re: v1.5.1 Bugs Thread
Post by: Tuna-Fish on April 17, 2020, 07:06:40 AM
Oh I've got a good one. If a beam FC has a target and has been ordered to open fire against an enemy that is outside of range, and also has area fire orders and missiles are in range, the FC will do the calculations for hitting and damage amount for the missiles, but the damage will be applied to the target.

In the attached file, I killed a precursor ship at >10Mkm range with beams.

Title: Re: v1.5.1 Bugs Thread
Post by: peli082 on April 17, 2020, 07:08:56 AM
V.  1. 5. 1

Engine Component designs are not disappearing when obsoleted but other components are still able to.  Ship design window, No error text, weirdly I was able to obsolete 1 of the two engines but after some time designing a ship, making prototype comps it just wont disappear as obsolete comp.  it was a conventional start, 49 years into the game, intermittent after some times 3 engines were now unable to be obsoleted.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 07:09:02 AM
Possible terraforming bug,

greenhouse pressure shown as 0 and atmosphere not adding up?

I can supply a db if needed as well


thanks for all the hard work!

That is strange. I am terraforming Callisto and I have Aestusium at 0,2182 and it shows correctly in Atmospheric Pressure and in Greenhouse Gas Pressure.
Title: Re: v1.5.1 Bugs Thread
Post by: Elouda on April 17, 2020, 07:09:16 AM
v1.51
Civilian Garrisons use your Ground Officers. Not sure if intended, but if so your own units should probably take precedence.

Also a bug with weapons and firecontrols - if you have a ship with weapons assigned to firecontrols, and you refit that ship with the refit removing those firecontrols, the weapons will not be unassigned and invisible in the 'Ship Combat' panel (presumably still assigned to the now removed firecontrols). This can be fixed with the 'auto assign FC', but still probably worth fixing.

Save demonstrating the issue attached - 'Destroyer Squadron 01' has several ships with this happening.

Also not really a bug but QoL feature request - would be nice if when you drag a missile to the FC instead of the launcher, it would assign that missile to all launchers under the FC.

http://www.mediafire.com/file/58gzlivl5lc195j/AuroraDB%25282%2529.db/file
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 07:24:39 AM
So got a weird bug, it appears that when you load a formation into a transport bay then look at it through order of battle, and then select the superior formation in the hierarchy it only shows the size, morale and units of the superior formation, the rest do not show anything, attached below is the image of it.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 07:31:20 AM
I've been trying to generate interesting systems near my homeworld, and stumbled on a big bug. If you generate a system by jumping into an unex jp, and then jump back and delete the newly generated system, and then save the game before using the jp again, the jp is saved to FCT_JumpPoint with a reference to the deleted jp in the deleted system, which will break wormhole display completely in the system where it exists once the game is loaded again.

thrown during game load: #1145: The given key was not present in a dictionary
thrown during attempting to view the system: 2x #1965: Object reference not set to an instance of an object

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 07:47:26 AM
Pressing 'Update Body' in the 'Modify Body' tab in System View in a Real Stars start in Sol always resets the bearing of Mercury, Venus and Luna to zero. It's very easy to reproduce, but mysteriously doesn't appear to affect any of the other bodies. In all other cases, the Hydrosphere is updated from 'None' to 'Ice Sheet' or 'Liquid', even when there's no water at all. It also looks like the body parameters (mass, orbit time, temperature, etc.) are adjusted slightly on the first click. I have no idea what's going on here.

I've fixed the bearing issue.

The hydrosphere is setting the appropriate state for water if it exists (based on temperature), although that won't be displayed unless the hydro amount is > 0. Luna is an issue because the legacy is 10% crustal, but that doesn't make sense given the temperature on the moon. I am going to remove the lunar water.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 07:59:23 AM
I think this was already reported in previous versions, but it is not in known issues post and it is still present in 1.5.1:

Formation templates made by civilians are visible in Formation Templates and can be used in player's formations.

At the moment, that is WAI. The civilian security forces are available to you if you need them, but you would be leaving the civilian mining centre unguarded. I might change this longer term but happy to leave as is for now.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:00:43 AM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.

Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.

After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.

Yes but did you set the race to hostile? In the diplomacy screen?

As I mentioned they already attacked me two years previously...

That doesn't mean they are hostile to you. Is the race set to hostile In the diplomacy screen?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:05:41 AM
I have had a bug twice now with the terraforming.
I can't exactly replicate it but it seems to happen after trying to remove a type of gas from the atmosphere of a planet.
Randomly after one increment the game removes all of that type of gas from the planet.

Happen once on mars with greenhouse gas -> had around 0. 25 in atmos wanted to change to 0. 24
Game remove all gas.

Same on mercury with anti greenhouse gas -> had around 0. 70 want to change to 0. 68.
Game again remove all.

Both times it happened within 30 day increment

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: DoctorDanny on April 17, 2020, 08:11:37 AM
1.5.1

Small issue:
Auto create ship classes generates ships that use tech that isn't available.
For example my current game has destroyer escorts with an auxillary bridge.

Aux bridge hasn't been researched yet though.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:12:36 AM
"Conventional Industry" is selectable in the Civial economy demands dropdown - but not available in the Industry-Construction pane.

That is WAI. You can move it but you can't build it.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:13:47 AM
1. 51 not sure if it is a bug or not.
 shortly after beginning the game like 1 year got the error #2662 but nothing broke. . . but some time after i noticed one comet in the sol system was moving at a very slow speed probably 1km/s probably unrelated but might as well point it out
the game is a TN start with no modifications other than disabling maintenance for ships.

It's related to ruin recovery but I haven't pinned it down yet. What was the error text?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:17:25 AM
Another bug,a 280 EP frigate sized engine required 112.00000 maintenance supplies it displayed it as this in the event log, some kind of display bug,

Yes, display error. Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:20:45 AM
Grant Independence to a Pop creates a Function #2283 and Function #534 Error. 

No new Race will be created and the the Pop disappears

edit: the New Race appears after first time step.  But as an NPR.  are there any ways to make them Player race?

I've just tried Independence and it works as intended. Do you have the DB before you click the button?
Title: Re: v1.5.1 Bugs Thread
Post by: V1D0 on April 17, 2020, 08:28:02 AM
Hello Steve,

I'm a bit uncomfortable to call this a bug straight out, My race recently started jumping to other systems, so far i have discovered 7 systems.
Conventional start, Sol system, Basic settings

1 jump from Sol - Luhman 16 (Nothing)
1 jump from Sol - Gliese 63 (7 Comets)
1 jump from Sol - HIP 69454 (Nothing)
1 jump from Sol - WISE 1506+7027 (Small system, 2 planets with 17 moons and 2 comets)
1 jump from Sol - Proxima Centauri (1 planet)
1 jump from Sol - Alpha Centauri (3 planets, 3 moons, 4 comets)
2 jumps from Sol - Gliese 438 (1 planet, 25 Astroids)

My previous campaigns with Aurora VB had way more planets and moons to survey.
Can you tell me if the system generation is broken or my race is just unlucky atm.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:28:24 AM
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.

"Unhandled exception has occurred in you application."

You can click continue and keep playing the game, so it isn't too major of a concern.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:04:29 AM
My new 1. 5. 1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window. 

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.  Nothing in the event log explaining the interruption. 

I hit okay a bunch but it seems to reoccur forever.  Had to kill the game from the Task Manager.

Can you send the db?
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 09:06:43 AM
Pressing Auto Fleet FC for this fleet / fighters does nothing:

(https://i.imgur.com/aBv3fxy.png)



The auto target options are also not working.

Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.

After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.

Yes but did you set the race to hostile? In the diplomacy screen?

As I mentioned they already attacked me two years previously...

That doesn't mean they are hostile to you. Is the race set to hostile In the diplomacy screen?

Yes they were.

With the auto targeting I had same issue in a new game. I had 200 missile satellites at Earth and was attacked by precursors. When all in the samefleet the Auto MFC target did not function. I split it into two fleets (roughly 120 and 80) and then the Auto MFC target button worked.

Also Auto FC did not work and I had to manually do one and press assign all.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:09:17 AM
Ships created with Instant Build Points dont lock the design.
Unless you lock it manualy or refit a shipyard you can change the design and all ships associated to it.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:10:06 AM
It appears that you have the option to load from any ship if you have a troop transport bay, this probably should not be displayed as it makes no sense if the targeted ship has no troop transport bays or way to hold them.

The target ship may have forces on board without being a troop transport. If you captured it by boarding for example.
Title: Re: v1.5.1 Bugs Thread
Post by: Kristover on April 17, 2020, 09:10:46 AM
My new 1. 5. 1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window. 

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.  Nothing in the event log explaining the interruption. 

I hit okay a bunch but it seems to reoccur forever.  Had to kill the game from the Task Manager.

Can you send the db?

I had a very similar thing happen last night with a 3 NPR 1.51 game about 6 years in just as a ship was going out of the shipyard. Several years of 5 day turns and then repeated 1512 and game locked up.  I was on a long run without saving so lost 4 years of progress so I don’t have DB but very similar to problem mentioned earlier.
Title: Re: v1.5.1 Bugs Thread
Post by: stabliser on April 17, 2020, 09:11:19 AM
Quote from: Steve Walmsley link=topic=10756. msg124522#msg124522 date=1587132269
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802
My new 1.  5.  1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window.   

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.   Nothing in the event log explaining the interruption.   

I hit okay a bunch but it seems to reoccur forever.   Had to kill the game from the Task Manager. 

Can you send the db?


I've suffered from this also, unfortunatly it set me back about  2 hours of gameplay.
It happened when a fleet entered a new system.  so now I save before entering a new system in the hope it can be replicated.
Title: Re: v1.5.1 Bugs Thread
Post by: Ekaton on April 17, 2020, 09:20:40 AM
In 1.5.1 after building a diplomatic ship, I keep getting Function 1530 bug almost every turn. Communication messages in the events window have also stopped occurring - I don't know if that's because that race no longer refuses to speak to me or because there is a bug. I'm 25 years into my campaign at this point.

EDIT: There is an alien ship in my system, it's been standing near a jump point for about a year now.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:25:15 AM
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use.  Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).   
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:31:52 AM
Fatal crash to desktop on Mono/Linux.

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.  It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.  (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.  However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.  The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.

Thanks!

Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:39:18 AM

Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.

why?

It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made

It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100. But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.

Large societies (in real life) tend to have a large service sector. Translated into Aurora, this means that as a population grows the population focuses more on internal services. If environmental concerns are high enough, this may reach a point where manufacturing is eventually abandoned in favour of the service sector. This has been true since Aurora began in 2004. I have no plans to change it.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 09:39:29 AM
I encountered strange behavior with my cargo ships. I have group of 5 ships, I send them to pick up 1 installation (I didn't specify how many to pick up). They pick it up I receive pickup failed message for the ships that remained empty. Is this WAI? When I specify that I want to pick up 1 installation, there is no message.
Title: Re: v1.5.1 Bugs Thread
Post by: Zerkuron on April 17, 2020, 09:39:47 AM
Not sure if bug

If you put the industry drop down to Space station on a planet with spaceport and factories and then click on the colony list on a colony without factories and spaceport the "Spaceport required" pop-up shows even when you not try to build one.
Title: Re: v1.5.1 Bugs Thread
Post by: cpw11 on April 17, 2020, 09:41:44 AM
Quote from: Steve Walmsley link=topic=10756. msg124542#msg124542 date=1587133912
Quote from: cpw11 link=topic=10756. msg123938#msg123938 date=1587049998
Fatal crash to desktop on Mono/Linux. 

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono). 

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.   It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System.  Drawing.  Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.   (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.   However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.   The GC thread however, still sees the Pen in the GC queue and tries to clean it up again). 

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux. 

Thanks!

Fixing bugs that affect non-Windows is low priority at the moment.  However, I can take a quick look.  Does this affect ship passives, population passives or both?

It seems to affect anything passive - this was noticed by turning on one of the passive display toggles on the main system screen, then moving the display view (thus forcing a redraw I think).   I don't know that there is a display toggle that distinguishes between the two types, is there?
Title: Re: v1.5.1 Bugs Thread
Post by: Jovus on April 17, 2020, 09:42:06 AM
Fatal crash to desktop on Mono/Linux.

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.  It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.  (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.  However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.  The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.

Thanks!

Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?

This bug affects both planet and ship passives, as well as ship actives. We haven't managed to test yet, but suspect it also affects missile sensors, and probably planet actives if those are even a thing now.

We really appreciate your willingness to take a look. It's quite understandable that non-Windows users are a low priority, especially right now.
Title: Re: v1.5.1 Bugs Thread
Post by: Kyle Kingsberry on April 17, 2020, 09:46:55 AM
I have run into 2 bugs, and I am not sure if they are related or not so i'll report them together.  The first issue is that when I sent out a tug to tractor a space station to another body, it was traveling at only 2km/s (this makes sense, I didn't think to add much larger engines) however, once I detached the tug and it was on its own once again, it still only traveled at 2km/s.  Thinking that this was an issue on my part with maintenance or something, I constructed a fresh tug and sent it out, causing the same thing to happen.  The second issue that I ran into is with missiles, where I designed and researched 2 different missile designs and was able to see them, I then saved my game, waited for it to finish saving, and then closed it.  When I launched the game later, the missiles were no longer visible.  I did verify that other research that I had done between the last two saves was correctly up to date, meaning that the last save didn't completely fail.  I then decided to design and research the missiles again, and was not able to see them after the research finished. 
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:48:04 AM
Edge-case bug:
I found Abandoned Ruins on Titan.  Send a Construction GU force out there, that unearthed (among other things) a couple of Automated Mines and Research Facilities.

There were no actual civilians/colonists on the Moon yet, and I tried to assign a Project to the Research Facilities. 

* This led to a Divide by zero error (which could be skipped by pressing OK, but would return everytime you switch back to the Research tab for Titan.  Earth was working fine). 
* The Research Project and the assigned Scientists dissappeared from the selection panes.
* By going to the Commanders Window, I was able to find the scientist and unassign him from the Project, which reset everything to working order.
* I am unsure if they would have generated RP if I left them alone.

I've added a check so you can't create projects without population.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:50:25 AM
Steve, any idea if the next patch is going to be 1.5.2 or if it is going to be 1.6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.

It will be v1.6. It includes some database fixes.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:51:50 AM
I'm having a strange bug

In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.

Normal start, 3 NPRs, 52 years in.

Yes, others have reported this. So far I haven't been able to reproduce it. Intermittent bugs are a pain to track down :)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:52:55 AM
When in "Mineral Survey Window" i can duplicate my colonies by clicking "Create Colony" on them (lots of free minerals :) )

That just gives you two colonies on the same body mining the same minerals. The minerals belong to the planet, not the colony.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 09:55:29 AM
I'm having a strange bug

In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.

Normal start, 3 NPRs, 52 years in.

Yes, others have reported this. So far I haven't been able to reproduce it. Intermittent bugs are a pain to track down :)

We discovered this is related to components in your stockpile.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 09:56:38 AM
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:

I've made this and Template single-click as there is nothing else to do post-click.
I'm concerned about how this will interact with screen readers because when I arrow up and down the list of orders it does the equivalent of single-clicking each one. Double-click would be more consistent.

Fair enough - changed to double-click.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 10:01:28 AM
Quote from: Nori link=topic=10756. msg124020#msg124020 date=1587055395
Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351
~snip
Yeah I ran into this yesterday.

To add to this as I had this too, for me it was directly tied to a old ship I had scrapped and kept the parts of, the parts I had obsoleted but still had in storage would therefore still show up, scrapping the parts would solve it.

This seems to be the cause.

That makes sense. I've added to code to check for the obsolete flag on stockpiled components too.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 17, 2020, 10:11:50 AM
When checking designed missiles in the view tech window, missile size is shown in tons instead of in MSP.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 10:18:03 AM
Bug on the Civilian Shipping Contract supply/demand window: The "demanded" installation drop-down selection resets when you switch colonies. It should ideally behave just like the "supplied" installation drop-down selection, which does remember your selection when you switch colonies:

Supplied staying the same was luck I think :)

I've added code to keep both the same, but supplied only includes installations actually at the colony so that may not be able to remain the same for some colonies.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 10:19:08 AM
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.

If you want to use less than points available, that is a player decision. Don't forget they are also for ground forces as well.
Title: Re: v1.5.1 Bugs Thread
Post by: Malorn on April 17, 2020, 10:26:22 AM
v1.51

Still having problems with the standing order 'Move to Gas giant with Sorium'.

Expected Behavior: Fuel harvester moves to gas giant which contains sorium.

Actual behavior: Fuel harvester stays at colony where it last dropped off fuel, instead of moving to gas giant in the same system which contains sorium.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 10:35:12 AM
Infantry HQ cost does not change when adding capabilities. It works with vehicle and static headquarter, and it works for other infantry equipment.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 10:39:45 AM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I can't reproduce. If it happens again, please attached the db.
Title: Re: v1.5.1 Bugs Thread
Post by: Wieseltrupp on April 17, 2020, 10:42:37 AM
The [Set Speed] Button in the Naval Organisation does not work correctly.
Setting a Speed will only show after switching to a different fleet and back
You can enter "0" and will get the error "#899: Division by Zero" after switching to the fleet
The Speed returns to the max possible value if you advance time


Do Termal values now reduce in a liniar manner with the speedsetting compared to the max speed?
I would like to creep up on Xenos
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 10:42:54 AM
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.

If you want to use less than points available, that is a player decision. Don't forget they are also for ground forces as well.

But is there some way to restrict the NPR's points? From what I understand it's autocalculated from your pop and difficulty modifier.
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 17, 2020, 10:45:56 AM
I'm getting the "Function 1512 Object reference not set to an instance of an object" constant popup error.  I can't close the errors so the game as it is cant be saved, though I was in the first year and it'll probably happen again anyway. I'll try to upload the db.
Edit: It's not triggering again. This makes me think its related to something I did during the game. I'll try to replicate exactly what I did and see if it triggers again.
Title: Re: v1.5.1 Bugs Thread
Post by: Kelewan on April 17, 2020, 10:51:32 AM
Don't know if the have already reported.

BUG: you can drag'n'drop gournd forces to other planets

BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.

A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.

Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have  been converted to an Anomaly "Alien Installation: Logistics 100%"
Title: Re: v1.5.1 Bugs Thread
Post by: surprise on April 17, 2020, 11:01:26 AM
Quote from: Steve Walmsley link=topic=10756. msg124556#msg124556 date=1587135025
Quote from: Kristover link=topic=10756. msg124005#msg124005 date=1587054608
Steve, any idea if the next patch is going to be 1. 5. 2 or if it is going to be 1. 6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.

It will be v1. 6.  It includes some database fixes.

Is it workable to only update the exe and not the DB if we have a game going already, to get some of the bug fixes in? Or does the 1. 6 exe depend on the 1. 6 DB to function correctly?

Also, I am a bit curious about the types of changes being made in the DB - is there something fundamental that prevents any kind of DB migration so that existing saves can be maintained across updates, or is it just something you haven’t worried about/looked into?
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 17, 2020, 11:03:08 AM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I can't reproduce. If it happens again, please attached the db.
Sure thing: https://www.dropbox.com/s/k3qiz3f5lbzaql2/AuroraDB2.zip?dl=0
Just load up and click on design missile and you should get the error.

~edit: In starting this up to check some stuff, I realized several missiles I designed are no longer in the game. You can see their names in the ordnance industry tab, but they don't show up anywhere else. The entire Mk2 series of missiles are gone.
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 17, 2020, 11:07:38 AM
"Remove last/all" button in Naval Organization deselects the target but leaves the actions for the target visible.

Maybe the target shouldn't be deselected at all to be honest. Most of the times I clear a miss click command and then need to reselect the target
Title: Re: v1.5.1 Bugs Thread
Post by: Randy on April 17, 2020, 11:20:55 AM
Large societies (in real life) tend to have a large service sector. Translated into Aurora, this means that as a population grows the population focuses more on internal services. If environmental concerns are high enough, this may reach a point where manufacturing is eventually abandoned in favour of the service sector. This has been true since Aurora began in 2004. I have no plans to change it.

More of I was thinking at too small a scale, where environmental impact is neglible. At the large size it does make more sense - especially combined with the comment about not land is equally arable - meaning at some point it will take more work/effort (per unit) to produce the required sustenance for a population, rather than being a constant (unlimited growing) rate.

What would be useful (and really low priority) would be some indication of the max population that can be supported before available workforce drops to 0 - as this will certainly be lower than max population on these really crappy colonies. 

Not a big issue unless the 0 point is lower than the point at which you can stop civ transport from bringing population in...  ::)
Title: Re: v1.5.1 Bugs Thread
Post by: Bobbysepp on April 17, 2020, 11:24:39 AM
I am getting a Function #914: Out of memory error during exploration.  Not sure if it is directly tied to system generation.  Sometimes it goes away after a few clicks, this time it is being constant.  Task manager only reports between 125 and 170 MB of ram usage.  Crashes the game when I attempted to save the DB.  I am attempting to reproduce the bug, but the behavior isn't showing up this time, so it might be related to the fact that the game has not been shut down in a few days.
Title: Re: v1.5.1 Bugs Thread
Post by: Elouda on April 17, 2020, 11:25:49 AM
'Squadron Transit by Sub-Fleet' does not seem to work - it splits the fleets, but they do not transit.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 17, 2020, 11:35:11 AM
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 12:12:50 PM
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:

(https://i.imgur.com/3ZwXirP.png)

The shots were fired against a survey ship with 1 armor layer.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 12:18:04 PM
Pressing the Cancel button on the Create Sub Fleet confirmation still creates a sub-fleet.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: YABG on April 17, 2020, 12:19:15 PM
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.

Reproduced and fixed.

I had a similar bug today, its different enough I figured I'd mention it in case your fix doesn't also cover it.

Issue: using the 'divide into single ships' order with a detached sub-fleet made out of ships landed in a mothership causes said ships to be eaten by the space kraken and disappear. This has a follow on effect of making it impossible to assign ships to said carrier. Restarting the game allows new ships to be assigned. Choosing to detach a single ship into a fleet, then adding other docked ships to it and using the 'divide into single ships' order has a similar effect, with the difference being that the originally detached ship doesn't get deleted. Combining the carrier with a different fleet causes the deleted ships to reappear (highlighted to provide people who encounter this issue a workaround). This issue occurs with both fighters and FACs. This issue appears to be related to ships being docked in a mothership.

How to reproduce:
1) Create ship with hanger space, assign and land ships in it using the 'land on specified mothership + assign' order. Advance time 5 seconds. Create a subfleet within the carrier's fleet and move docked ships into the subfleet. Detach said subfleet and order it to 'divide into single ships' in the same place as the carrier (tested locations: population, jump point, and the carrier's fleet). Advance time 5 seconds. The detached subfleet will have disappear from the Naval Organisation window with no error produced.

2) Order additional ships to land onto the carrier using the 'land on specified mothership' command (+assign and don't assign has no impact on this step). Advance time 5 seconds. The ships ordered to land will have remained in their own fleet and won't have been assigned. No error message is produced.

3a) Combine carrier with new fleet. Deleted ships should reappear; 3b) Save and exit the game. Restart. Order ships to land onto the problematic carrier. New ships will land with no problem.

Some other issues I found testing this: [major] ships equipped with commercial hangers apparently cannot be selected using the 'land on specified mothership' order (both functions) and thus cannot be used at all, [minor] commercial hanger deck isn't included in the 'Hanger Deck' category in the ship design menu and instead sits underneath the 'command and control' category - is this WAI?
Title: Re: v1.5.1 Bugs Thread
Post by: mike2R on April 17, 2020, 12:21:50 PM
STOs seem to list a Min Range vs Missile for their sensor, which I assume should be Max Range vs Missile.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 12:30:27 PM
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)

Definitely 1.5.1? I thought this was fixed.

Yes, 1.5.1.

Code is there - maybe I added it since 1.5.1 :)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 12:32:23 PM
Probably not very useful, but several years into the game I've started getting "Function #2244: Attempted to divide by zero" (or something to this effect, I have non-English Windows) every construction cycle.  I suspect it's NPR-related as I didn't do anything different than before.

It connected to calculating growth rates. I don't suppose you have something weird like negative infrastructure?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 12:35:16 PM
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.

That message does exist because I see it my own games.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 12:39:31 PM
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:

(https://i.imgur.com/3ZwXirP.png)

The shots were fired against a survey ship with 1 armor layer.

I've had this happen as well.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 12:43:53 PM
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.

NPR Generation:
  • Making an NPR and giving them 0 research points throws "Function #2110: object reference not set to an instance of an object".
  • NPR's with 0 research points will still design and build both ships and an army. The ships will have racial weapon and engine tech that they shouldn't be able to research. Ships will also be designed with tech like fuel harvesters.
Player Generation:
  • Giving the player auto-generation 0 research points to play with will design an army but not a navy.
Combat:
  • If a enemy ship and a friendly ship are based in the same location (e.g. Earth), and the enemy ship has missiles, they will fire off their missiles towards your ship. Issue is, these missiles will do nothing but exist for a time and then disappear.
  • Enemy beam ships won't (didn't) shoot at you if you are stacked on top of them.
  • (Probably not a bug) Enemy crew members, when boarded, were able to armor pen and kill several of my end-game heavy power armor infantry with beginning level tech. Statistically they should only be able to do this less than once out of 100 combat cycles. The amount of times my units were armor pend, and killed, only makes sense if most crew members (300-600 depending on the ship that was boarded) were able to hit my men more than what is shown in the combat report. The combat report only showed if they were hit at least once. The rate of pen and death would make more sense if I could see how many times they were hit in total.
  • When the fighting stopped and one of each of the enemy ships were captured for inspection not all of the ships that were captured were updated in the class design window. Are we supposed to get that information or no?
Misc:
  • When the fighting between myself and the NPR started, time slowed to 5 seconds a turn as the "increment length [was] adjusted due to imminent action. This could be due to action involving a non-player race, or due to fire controls set to open fire without active targets." However, with the NPR navy and army gone, and no ship targeting anything this still persists. Is this due to a hostile NPR race being on the same planet?
  • Hitting refresh tech in class design opens all of the collapse-able menus that have been opened and closed once before.
  • Deleting the last pop for a player race throws "Function#2504: Object reference not set to an instance of an object".
  • Clicking text file in the events tab appears to do nothing.

Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.

The game assumes that NPRs have research points in orders to achieve basic capabilities. I will add code to prevent reduction below 100k.

The enemy crew may have higher tech than you.

I haven't seen similar issues in my own combat situations, but I will watch for them.

Unfortunately, there is a limit to the amount of time I can devote to dealing with actions that are plainly a bad idea, such as deleting all player race populations, rather than fixing 'normal' bugs or adding new functionality.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 17, 2020, 12:49:57 PM
Ships in overhaul at a colony with sufficient maintenance facility suffered from maintenance failure.

You could check the event log and status of the ship CG Brooklyn 002 in the attached save file.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 12:51:00 PM
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?

Also, random stars or known stars?
Title: Re: v1.5.1 Bugs Thread
Post by: IdleChatterer on April 17, 2020, 12:52:09 PM
Quote from: Steve Walmsley link=topic=10756. msg124522#msg124522 date=1587132269
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802
My new 1.  5.  1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window.   

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.   Nothing in the event log explaining the interruption.   

I hit okay a bunch but it seems to reoccur forever.   Had to kill the game from the Task Manager. 

Can you send the db?


I'm also seeing "Function #1512: Object reference not set to an instance of an Object".  For me it happens when I try to advance time.

I don't know if it's related, but since the message started appearing, time has started to become a bit weird.  In the event log, you can see the game going from October -> November -> October of the same year.

Zipped DB attached.

(BTW - thanks for making this game.  I had great fun with the VB6 version many years ago, and am enjoying rediscovering the game)
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 12:53:43 PM
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.

That message does exist because I see it my own games.

Here is an example from VB6:

(https://i.imgur.com/30zoa9n.png)

I just asked on the Discord, and nobody is getting messages like this for geosurvey or gravsurvey standing orders. We frequently find our survey ships sitting idle for several months (or longer!) before realizing. There is indeed a C# message when a system's survey is finished, but if you miss it then you won't be alerted on any subsequent turns that there are ships with "Standing Orders Not Possible" like in the above VB6 message.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 12:57:25 PM
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?

Also, random stars or known stars?

Random stars, all exploration was with a fleet. No manual generation or SM-mode "traveling thru" of any jump points. It was a completely natural occurrence.

I've seen a couple other people mention this happening as well. Also, this was using default system gen/spread percentages and 1000 stars:

(https://i.imgur.com/EzEToZg.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 17, 2020, 12:58:08 PM
I'm not 100% sure this is a bug, but The Swarm don't appear to suffer from jump shock. I had my forces stationed on a jump point waiting to ambush them, they appeared and then were able to immediately transit out the next 5 sec increment. Shouldn't they have been unable to jump for a while? It was a stable jump point if that matters.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 17, 2020, 12:59:38 PM
Ships in overhaul at a colony with sufficient maintenance facility suffered from maintenance failure.

You could check the event log and status of the ship CG Brooklyn 002 in the attached save file.

I believe the issue is actually ships in overhaul under a training command will accumulate maintenaince clock and suffer damages; even if their status is in overhaul.
Title: Re: v1.5.1 Bugs Thread
Post by: Inglonias on April 17, 2020, 01:00:36 PM
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.

That message does exist because I see it my own games.

I just tested in 1.51. I have a survey ship sitting in Sol with standing orders for geo and grav surveys. No such message appears in event logs and auto turns are not halted.
Title: Re: v1.5.1 Bugs Thread
Post by: Absolute07 on April 17, 2020, 01:04:39 PM
Not sure how this came about but it got worse and worse as the save progressed.   My time skips got shorter and shorter.   And not in the normal NPR doing a thing so skip was only 5 seconds. 

How it started: Early in the game(3 years maybe) I got into an NPR doing stuff and it set my increments to 5 seconds.   No biggie.   After they finally finished their fight or whatever they were doing, my increment length buttons did not function properly.   If I clicked 30 days, it would skip 6 hours, even on auto.   5 days would be 2 hours, 1 day is 30 minutes, 8 hours is 15 minutes, 3 hours is 6 minutes, 1 hour is 2 minutes, 20 minutes is 1 minute, 5 minutes is 20 seconds, 2 minutes is 10 seconds, and both 30s and 5s are 5 seconds.   

I am not in combat and the NPRs(That I havn't found) don't appear to be in combat either.   Not sure what is going on.   I vaguely remember that time changes when in combat and I wonder if I have gotten stuck in that. 

I created a second save and the time issue is not present.
Title: Re: v1.5.1 Bugs Thread
Post by: Inglonias on April 17, 2020, 01:05:07 PM
Also took the chance to test order delay and it seems to not function. I told one of my ships to send a message after a delay of 86400, and there was a half hour increment before the ship sent the message anyway.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 01:07:34 PM
Not sure how this came about but it got worse and worse as the save progressed.  My time skips got shorter and shorter.  And not in the normal NPR doing a thing so skip was only 5 seconds.

How it started: Early in the game(3 years maybe) I got into an NPR doing stuff and it set my increments to 5 seconds.  No biggie.  After they finally finished their fight or whatever they were doing, my increment length buttons did not function properly.  If I clicked 30 days, it would skip 6 hours, even on auto.  5 days would be 2 hours, 1 day is 30 minutes, 8 hours is 15 minutes, 3 hours is 6 minutes, 1 hour is 2 minutes, 20 minutes is 1 minute, 5 minutes is 20 seconds, 2 minutes is 10 seconds, and both 30s and 5s are 5 seconds. 

I am not in combat and the NPRs(That I havn't found) don't appear to be in combat either.  Not sure what is going on.  I vaguely remember that time changes when in combat and I wonder if I have gotten stuck in that.

I created a second save and the time issue is not present.  I attempted to attach my . db but it says I can't.

I've had this happen to me but eventually it went back to normal. As a test just press the 30 day button like 500 times in a row (use an auto clicker if you need to) and see if time returns back to normal eventually, then you could reload up your game and play it 6 hours at a time until it eventually goes away. I did that and my game seems to be fine now.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:08:51 PM
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:

That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?

Also, random stars or known stars?

Random stars, all exploration was with a fleet. No manual generation or SM-mode "traveling thru" of any jump points. It was a completely natural occurrence.

I've seen a couple other people mention this happening as well. Also, this was using default system gen/spread percentages and 1000 stars:

(https://i.imgur.com/EzEToZg.png)

Found it - it was only affecting random stars. Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 17, 2020, 01:16:01 PM
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.

That message does exist because I see it my own games.

I'm sorry, but I've yet to see it.
Not gotten very far in any game yet, so only got survey vessels to go on, but if they run out of geo targets they just stop. So might just be that standing order missing a message as far as I know.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:23:48 PM
Error window gives me Function #1810: Object reference not set to an instance of an object

Started after some forced 5 second increment turns that suddenly showed up.  Been going for 10 minutes and still haven't gotten through it.  The . db below should reproduce the error.

THanks for all the bug extermination!

https://drive.  google.  com/open?id=1zSMbrFcZ8NesCUNZNrkJZHEAn5B0fBb3

Edit: tried to play again with the save. infinite 5 seconds are mostly over, but Events has a white screen, and accessing some screens like Intelligence and Foreign Relations give me "Function #1936: Insufficient memory" as an error screen.

Edit 2: infinite 5 second increments with the 1810 error showed up again after a couple of minutes (irl time)

It is caused by counter-battery fire in a ground combat between two NPRs. Fixed for next version. Thanks for providing DB.
Title: Re: v1.5.1 Bugs Thread
Post by: chrislocke2000 on April 17, 2020, 01:24:17 PM
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.

That message does exist because I see it my own games.



I just tested in 1.51. I have a survey ship sitting in Sol with standing orders for geo and grav surveys. No such message appears in event logs and auto turns are not halted.

Same issue for me, just completed a grav survey and whilst i had a message to say the survey was complete no messages about no more orders for the survey ship in question
Title: Re: v1.5.1 Bugs Thread
Post by: punchkid on April 17, 2020, 01:24:26 PM
Not sure if this has been reported yet, or if WAI.

If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump.  I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?

Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:24:52 PM
Naval officers have a "Production" trait that doesn't seem to do anything.

Used for stabilisation ships.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:26:28 PM
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:28:03 PM
1. 5. 1

Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)

The search works fine with zero values.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:29:00 PM
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value

I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL

EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.

DateTime objects don't work beyond year 9999 - I only found that out yesterday :)
Title: Re: v1.5.1 Bugs Thread
Post by: Bubbaisagod on April 17, 2020, 01:30:32 PM
I don't know if this is an oversight, bug or as intended; but
cloaking devices do not give a warning if they are too small for your vessel.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:31:52 PM
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db

This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.

Pressing OK seems to cause the game to load normally.

Additionally, saving over the database causes the error to vanish

The problem is a missile that doesn't have an associated tech system. Any chance you designed a missile and then deleted the tech? I'll add some code to handle that situation.
Title: Re: v1.5.1 Bugs Thread
Post by: Inglonias on April 17, 2020, 01:34:01 PM
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db

This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.

Pressing OK seems to cause the game to load normally.

Additionally, saving over the database causes the error to vanish

The problem is a missile that doesn't have an associated tech system. Any chance you designed a missile and then deleted the tech? I'll add some code to handle that situation.

Yeah, that sounds like something I would do. Thanks. As I said, saving again makes the error go away.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 01:34:20 PM
Not sure if this has been reported yet, or if WAI.

If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump.  I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?

Personally I have been using 55 percent strength engines for my survey ships to get around this issue.
Title: Re: v1.5.1 Bugs Thread
Post by: Iceranger on April 17, 2020, 01:36:16 PM
1.5.1

There seems no way to add missile engines larger than 5MSP, or multiple missile engines to a missile design. A single 5MSP engine is simply too small for large missiles.

Is this intended?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:39:35 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

I can state with some confidence that the developer did intend this behaviour.

Yes, you can choose to unlock your ships and modify them but that is 'cheating in solitaire'. This is intended to correct mistakes where needed. You can abuse it if desired but that is true for so many things in Aurora. Anyway, I have moved it behind SM Mode to avoid any further confusion.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:40:55 PM
Looks like there is an issue where if a unit runs down to 0% supply in combat, they never have their inherent supply replenished.  The unit is now out of combat and I have reinforced them with infantry logistics, and have reinforced the higher command with light vehicle logistics.  Supply remains at 0% despite numerous time increment progressions.

I think the resupply mechanic only functions in combat. I need to add a function to resupply in peacetime.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:43:22 PM
Sure, though if you actually read the actual bug report post (http://aurora2.pentarch.org/index.php?topic=10756.msg123849#msg123849) you'll see it's about the resupply conditionals still not working in 1.51. The whole order of things breaking down was someone else's commentary on the resupply conditionals not working post. :p

Am kind of wondering now if Steve noticed the actual topic of the bug report or just saw the derailed conversation that was created from it. lol

I haven't been able to reproduce yet. Do you have a db with the problem?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:44:30 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

You clearly know best than Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).

You could update built ships in VB6 but you needed to select them on the Ship window to do so.
Title: Re: v1.5.1 Bugs Thread
Post by: alvin853 on April 17, 2020, 01:47:36 PM
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 01:48:41 PM
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

You clearly know best than Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).

You could update built ships in VB6 but you needed to select them on the Ship window to do so.

In VB6, the "Unlock" button was grayed out if SM mode was not enabled. The "Lock" button was always available, but would require SM mode to unlock again. I think that might be a good implementation to prevent people accidentally editing their ships (or shipping lines' ships) in C# as well. The "Update Armor" button should probably be grayed out without SM Mode on, too.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 01:50:51 PM
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

I've had the same issue and I agree it's weird and I think is not WAI
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 01:51:26 PM

Player Generation:
-Giving the player auto-generation 0 research points to play with will design an army but not a navy.

I've noticed that if you check the auto design ground forces and auto design ship classess check boxes, but not the auto assign tech box, you get this same  result - ground force templates, but no ships.

I'm guessing that the ships designs don't appear because none of the tech required is designed first...

I've added code to make sure you can't generate designs without allocating tech first.
Title: Re: v1.5.1 Bugs Thread
Post by: Tikigod on April 17, 2020, 01:57:12 PM
Not seen it reported yet and it strikes me as potentially unintended, the "Troop Transport Bay - Large -Drop Pod Equipped" component is flagged as commercial.

I can understand maybe regular transport bays being civilian, but drop-pod capable seems a bit suspect?

(https://i.imgur.com/Orq6w15.jpg)


Then again, given their component size... making them military would require dedicated small number of drop-pod focused designs... so.....  ??? ??? ???
Title: Re: v1.5.1 Bugs Thread
Post by: Kiks on April 17, 2020, 01:57:49 PM
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.

NPR Generation:
  • Making an NPR and giving them 0 research points throws "Function #2110: object reference not set to an instance of an object".
  • NPR's with 0 research points will still design and build both ships and an army. The ships will have racial weapon and engine tech that they shouldn't be able to research. Ships will also be designed with tech like fuel harvesters.
Player Generation:
  • Giving the player auto-generation 0 research points to play with will design an army but not a navy.
Combat:
  • If a enemy ship and a friendly ship are based in the same location (e.g. Earth), and the enemy ship has missiles, they will fire off their missiles towards your ship. Issue is, these missiles will do nothing but exist for a time and then disappear.
  • Enemy beam ships won't (didn't) shoot at you if you are stacked on top of them.
  • (Probably not a bug) Enemy crew members, when boarded, were able to armor pen and kill several of my end-game heavy power armor infantry with beginning level tech. Statistically they should only be able to do this less than once out of 100 combat cycles. The amount of times my units were armor pend, and killed, only makes sense if most crew members (300-600 depending on the ship that was boarded) were able to hit my men more than what is shown in the combat report. The combat report only showed if they were hit at least once. The rate of pen and death would make more sense if I could see how many times they were hit in total.
  • When the fighting stopped and one of each of the enemy ships were captured for inspection not all of the ships that were captured were updated in the class design window. Are we supposed to get that information or no?
Misc:
  • When the fighting between myself and the NPR started, time slowed to 5 seconds a turn as the "increment length [was] adjusted due to imminent action. This could be due to action involving a non-player race, or due to fire controls set to open fire without active targets." However, with the NPR navy and army gone, and no ship targeting anything this still persists. Is this due to a hostile NPR race being on the same planet?
  • Hitting refresh tech in class design opens all of the collapse-able menus that have been opened and closed once before.
  • Deleting the last pop for a player race throws "Function#2504: Object reference not set to an instance of an object".
  • Clicking text file in the events tab appears to do nothing.

Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.

The game assumes that NPRs have research points in orders to achieve basic capabilities. I will add code to prevent reduction below 100k.

The enemy crew may have higher tech than you.

I haven't seen similar issues in my own combat situations, but I will watch for them.

Unfortunately, there is a limit to the amount of time I can devote to dealing with actions that are plainly a bad idea, such as deleting all player race populations, rather than fixing 'normal' bugs or adding new functionality.

In regards to the enemy crew having higher tech, they wouldn't and didn't. I made sure to give myself the highest tech for combat. Armor, damage, the whole shebang, and they had 0 tech to start with. So the rate at which they penned and killed my troops seemed extremely high for what it was. But, again it would make sense if the combat log only showed if they got hit at least once and not how many times they got hit total, if they can be hit more than once.
Title: Re: v1.5.1 Bugs Thread
Post by: DoctorDanny on April 17, 2020, 02:12:28 PM
Bit of a strange situation in my latest game.

I run into aliens in Barnard Star system and at the exact same moment two of my ships in other systems are destroyed.
Could be a strange coincidence, but both ships had no prior damage and both systems were safe afaik.

If you want to look into it, the db is in the attachment.
Title: Re: v1.5.1 Bugs Thread
Post by: Kayser90 on April 17, 2020, 02:12:47 PM
After a couple of years (30 - 40) i get #2088 Error.   At first it is only once per time increment but it gets worse. 
Now i played 60 years and i get 4 of theses errors everytime i increment time. 
No crashes so far with this error. 

I searched the forum if someone else had this issue, but i couldn't find anything. 

Edit:

Random Stars
Conventional Start
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 17, 2020, 02:19:48 PM
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value

I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL

EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.

DateTime objects don't work beyond year 9999 - I only found that out yesterday :)

I think that for the starting year you should limit the input to ±9000 years. For completion dates you could trap the exception and display a placeholder text like "?" or "heat death of the universe" or something. Of course then you still have to handle it suitably when sorting by completion date, but  robustness is never simple.
Title: Re: v1.5.1 Bugs Thread
Post by: Kiks on April 17, 2020, 02:20:17 PM
The minerals tab on the tactical map only shows Earth.

Addition: Ground Based Survey Potential shows that a survey has been completed even though no survey has been done.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 17, 2020, 02:23:18 PM
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

I've had the same issue and I agree it's weird and I think is not WAI


Pretty sure you can build similar designs in similarly tooled shipyards, you just can only refit a class to the tooled class for the shipyard.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 17, 2020, 02:25:14 PM
Not sure if this has been reported yet, or if WAI.

If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump.  I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?

Personally I have been using 55 percent strength engines for my survey ships to get around this issue.

I've been using commercial jump engines with my commercial-engined survey ships without any trouble. I'd paste in the design details but Aurora has decided that it doesn't want to paint any of it's windows right now. When it did this earlier and it starting working again about half an hour later…
Title: Re: v1.5.1 Bugs Thread
Post by: Boris on April 17, 2020, 02:26:02 PM
While refitting a ship to a different class, it's available for use.
I had a scout that while it was refitted, went through a jump point and discovered a new system.
In the new system it finished refitting.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 02:29:04 PM
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

I've had the same issue and I agree it's weird and I think is not WAI


Pretty sure you can build similar designs in similarly tooled shipyards, you just can only refit a class to the tooled class for the shipyard.


Seems weird that a shipyard can build both A and B, but can only refit B into A and not A into B. Doesn't seem logical right? And it has to do fully with what is tooled for and what it isn't. Would I really need to retool the entire shipyard so I can refit my ships with a size 1 sensor to a size 2 sensor (when I can do the reverse just fine) if this was real life? If Steve wants to leave it like this I have no problem but it seems to lack sense.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 02:42:55 PM
Another in the bad aim category:

If you hit "Cancel" instead of "create" on the player race creation while creating a new game, it gets into an ugly state...
You get no system shown, and all sorts of errors.

Perhaps cancel here needs to be trapped to cancel game generation if it was the only player race

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 02:45:09 PM
1)Download Aurora151Full.rar  && unpack
2)Start Aurora
3)Turn on SM
4)Open "System Generation and .."
5)Click create system
6)Function #2668 input string was not in correct format

For New Game without real stars in work ok
For New Game with real stars in get same error

Did you change the Min Mass field on the Select Known System window?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 02:46:59 PM
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.

I zoomed out to one quintillion light years without problems - how far out did you go?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 02:49:00 PM
Could have sworn this was reported, but maybe it's just on the spreadsheet:

When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.

So if I put 7500, I get HQ capacity of 7.

EDIT: This appears to be a display issue. The screen shows HQ7, but should show HQ7k. Peeking at the database shows the correct HQ capacity.

WAI as intended. HQ capacity is in thousands.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 02:55:13 PM
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 17, 2020, 02:56:41 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

Edit: Only talking about navy here. To what degree ground stuff is working I got not clue yet :)
Title: Re: v1.5.1 Bugs Thread
Post by: monorkin on April 17, 2020, 03:00:35 PM
It appears that Unit health isn't considering genetic enhancement.   I have repeated instances of reloading a save removing any and all Capabilities a unit has, reducing hp back to normal value, instead of the genetic modification health modifier.

It appears immediately saving after making the unit and reloading, however, Means the unit keeps it's capabilities
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 03:03:55 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 17, 2020, 03:09:58 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?

Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 03:19:42 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?

Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it

Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?
Title: Re: v1.5.1 Bugs Thread
Post by: Red Dusk on April 17, 2020, 03:20:34 PM
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.

I zoomed out to one quintillion light years without problems - how far out did you go?
I've run into this issue before. I think it's a matter of how many fleets and sensor ranges are shown. On a new game I've zoomed out for several minutes and never ran into issues, but I did have a situation when I had a number of fleets, both civilian and military, on screen and zooming out too quickly caused this issue.
Title: Re: v1.5.1 Bugs Thread
Post by: Energyz on April 17, 2020, 03:21:30 PM
You can attribute more lab than the maximum for a scientist :

(https://i.ibb.co/ZJ1Dt8J/Capture.jpg) (https://ibb.co/0XVb8MX)

The game doesn't check if you the number typed in assign research research facilities is too big compared to the max labs of the selected scientist.

Also quality of life suggestion : If you have say 10 research lab available, and you click on a scientist with only 5 max labs, assign research facilities automaticly goes to 5, wich is great.
But when you click on another scientist wich has more than 5 max labs, assign research facilities doesn't automaticly update to the maximum number of labs you could assign, wich would be nice.
Title: Re: v1.5.1 Bugs Thread
Post by: Energyz on April 17, 2020, 03:23:30 PM
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.

I zoomed out to one quintillion light years without problems - how far out did you go?
I've run into this issue before. I think it's a matter of how many fleets and sensor ranges are shown. On a new game I've zoomed out for several minutes and never ran into issues, but I did have a situation when I had a number of fleets, both civilian and military, on screen and zooming out too quickly caused this issue.

I had the same situation on V1.3, also because I zoomed to far and there were a lot of fleets on the screen
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 17, 2020, 03:25:56 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?

Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it

Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?

Dude I got 79 available and 2 science jobs. No way I didn't have any suitable. And just happen to get one on the same "tick" as a new ship is build...

Edit: As an aside, would be nice if the events told you when promotion removed a commander from a position. Same as when they die.
Title: Re: v1.5.1 Bugs Thread
Post by: Caplin on April 17, 2020, 03:35:12 PM
You can attribute more lab than the maximum for a scientist :

(https://i.ibb.co/ZJ1Dt8J/Capture.jpg) (https://ibb.co/0XVb8MX)

The game doesn't check if you the number typed in assign research research facilities is too big compared to the max labs of the selected scientist.

Also quality of life suggestion : If you have say 10 research lab available, and you click on a scientist with only 5 max labs, assign research facilities automaticly goes to 5, wich is great.
But when you click on another scientist wich has more than 5 max labs, assign research facilities doesn't automaticly update to the maximum number of labs you could assign, wich would be nice.

The QOL suggestion is already implemented for next version. :)
Title: Re: v1.5.1 Bugs Thread
Post by: RaidersOfTheVerge on April 17, 2020, 03:44:06 PM
Refueling Options.  Can we get a tankers start with 10% fuel and unload 90% fuel option.  Some partial refuel orders would also help, though that can be accomplished by running short time intervals.  I still cant figure out a good way to have a tanker leave a planet, move to a sorium harvester, refuel (that works) then unload at a planet.
Title: Re: v1.5.1 Bugs Thread
Post by: Energyz on April 17, 2020, 03:47:09 PM
Refueling Options.  Can we get a tankers start with 10% fuel and unload 90% fuel option.  Some partial refuel orders would also help, though that can be accomplished by running short time intervals.  I still cant figure out a good way to have a tanker leave a planet, move to a sorium harvester, refuel (that works) then unload at a planet.

Here's a working design : Helios class Sorium Harverster      39 791 tons       190 Crew       662.8 BP       TCS 796    TH 128    EM 0
160 km/s      Armour 1-103       Shields 0-0       HTK 86      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 10    Max Repair 32.000 MSP
Captain (JG)    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Fuel Harvester: 14 modules producing 784 000 litres per annum

Commercial Improved Nuclear Thermal Engine  EP128.00 (1)    Power 128.0    Fuel Use 7.07%    Signature 128.00    Explosion 5%
Fuel Capacity 1 050 000 Litres    Range 66.8 billion km (4833 days at full power)
Refuelling Capability: 50 000 litres per hour     Complete Refuel 21 hours

This design is classed as a Commercial Vessel for maintenance purposes


And tanker :

Hephaestus class Tanker      19 549 tons       110 Crew       561.6 BP       TCS 391    TH 1 280    EM 0
3273 km/s      Armour 1-64       Shields 0-0       HTK 41      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 17    Max Repair 80.00 MSP
Captain (JG)    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Commercial Magneto-plasma Drive  EP320.0 (4)    Power 1280.0    Fuel Use 4.42%    Signature 320.0    Explosion 5%
Fuel Capacity 10 250 000 Litres    Range 2 135 billion km (7549 days at full power)
Refuelling Capability: 50 000 litres per hour     Complete Refuel 205 hours

This design is classed as a Commercial Vessel for maintenance purposes

Don't forget to check tanker for both, and to put a reasonnable number for minimum fuel (miscelanous tab)

Title: Re: v1.5.1 Bugs Thread
Post by: Sirce on April 17, 2020, 03:47:22 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?

Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it

Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?

Dude I got 79 available and 2 science jobs. No way I didn't have any suitable. And just happen to get one on the same "tick" as a new ship is build...

Edit: As an aside, would be nice if the events told you when promotion removed a commander from a position. Same as when they die.

I can confirm that ship officers are not auto-assigned unless the ship commander auto-assignment occurs. I had a science officer that was promoted and there were 7 others of the same rank but lower skill bonus that didn't get filled in until a new ship is built or a commander got promoted and replaced by a new officer, then all other position officer gets filled in.
Title: Re: v1.5.1 Bugs Thread
Post by: Red Dusk on April 17, 2020, 03:49:40 PM
Upon saving my current game, I recieve the error "Function #1462: Object reference not set to an instance of an object."

It appears to finish the save without issue, and I don't see any major issues with time progressing. Closing and reopening the game shows no errors.

In case you wanted to look deeper, I've included the db.
Title: Re: v1.5.1 Bugs Thread
Post by: Merlin_of_chaos on April 17, 2020, 03:51:18 PM
Minor bug

Sol comet Oumuamua does not move
Title: Re: v1.5.1 Bugs Thread
Post by: Lastof on April 17, 2020, 04:02:49 PM
Quote from: Steve Walmsley link=topic=10756. msg124653#msg124653 date=1587148083
Quote from: Lastof link=topic=10756. msg124155#msg124155 date=1587064975
1.  5.  1

Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)

The search works fine with zero values.

Doesn't seem to for me, am I using it wrong?

Attached are two screen shots, in the first I have set Accessibility to 0. 4 for Duranium, but not changed the quantity from 0, then hit "Search", but bodies with less than 0. 4 accessibility still appear.  In the second I have also told it that the body should have at least 1 Duranium, and now it does only show the bodies with 0. 4 or better accessibility.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 04:04:21 PM
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.

Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted

You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?

Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it

Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?

Dude I got 79 available and 2 science jobs. No way I didn't have any suitable. And just happen to get one on the same "tick" as a new ship is build...

Edit: As an aside, would be nice if the events told you when promotion removed a commander from a position. Same as when they die.

I can confirm that ship officers are not auto-assigned unless the ship commander auto-assignment occurs. I had a science officer that was promoted and there were 7 others of the same rank but lower skill bonus that didn't get filled in until a new ship is built or a commander got promoted and replaced by a new officer, then all other position officer gets filled in.

I've looked closer at my game as Red Dusk suggested, and I can now confirm I do have a number of ships here and there which are randomly missing XO's and other officers. (Sorry for saying otherwise earlier!)

There is something wonky about Auto-Assign that lets officers slip through the cracks and not trigger auto-assign to replace them.

How to somewhat reliably reproduce:

1) Create a bunch of ships requiring multiple officer positions. Enable officer auto-assign with a sizable officer corps.
2) Step time forward and confirm that every empty officer position was filled successfully.
3) Now continue to step time forward several months or 1-2 years while there is churn in your officer corps, promotions, retirements, etc.
4) Check your ships again, and notice that many of them now are missing random officer positions that were never replaced for no apparent reason.

Continuing to step time forward, I notice that eventually "something" will trigger auto-assign to assign all the various missing positions all in one go again if you keep stepping time forward. Does auto-assign not operate on every construction cycle or something? It happens very irregularly for me, leaving long periods of time where random ships are missing random officer positions.
Title: Re: v1.5.1 Bugs Thread
Post by: Tikigod on April 17, 2020, 04:07:13 PM
If this has already been reported then this will serve as a 'me too!' report.

Just built 2 terraforming bases on Earth using my construction factories, when completed the game decided to assign them to civilian shipping company fleets which then promptly flew off. Whilst the bases are technically static, because the civilian fleet shows another location I can't move the bases into their own fleet the traditional way.
Title: Re: v1.5.1 Bugs Thread
Post by: RaidersOfTheVerge on April 17, 2020, 04:08:07 PM
Quote

Don't forget to check tanker for both, and to put a reasonnable number for minimum fuel (miscelanous tab)

Thanks, this last part was all I was missing!
Title: Re: v1.5.1 Bugs Thread
Post by: Lastof on April 17, 2020, 04:10:43 PM
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.
Title: Re: v1.5.1 Bugs Thread
Post by: Ektor on April 17, 2020, 04:18:23 PM
When I launch a geosurvey probe at a planet, and the planet moves on the map, I get the error #1544: Object reference not set to an instance of an object.
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 17, 2020, 04:25:02 PM
Probably just a minor thing (Acutally, might not be a thing at all. . .   :P), but scrapping all ships in a fleet deletes the fleet.   Might not usually be a problem--and might be working as intended (to keep clutter down) -- but I had a "Survey Fleet" w/ obsolete ships that I had scrapped.   Went to move the new ships into the fleet. . . . it wasn't there.

No big deal. . . detach a new ship and rename the fleet as needed.
Title: Re: v1.5.1 Bugs Thread
Post by: dr125 on April 17, 2020, 04:29:43 PM
I am assuming NPR related, but I am getting "Function 2044: Attempting to divide by zero". Started in '25 with 3 NPR's. The error only happens on the 5 day pulses, not shorter ones.
Title: Re: v1.5.1 Bugs Thread
Post by: Bobbysepp on April 17, 2020, 05:10:46 PM
Not exactly sure if this is related to the 914 errors I had earlier, but I have a reproducible Function 915: Out of Memory when zooming out past 103b km Accompanied by the occasional Function 1618: Collection was modified; enumeration may not execute.  DB attached.

The error seems to abate at around 10LY out and only seems to happen in complex systems, as I was also able to reproduce it in Epsilon Indi.  In EI I get the same Function 914: Out of Memory Error I made in a previous post.
Title: Re: v1.5.1 Bugs Thread
Post by: Fietsenstandaard on April 17, 2020, 05:12:04 PM
Quite easy to reproduce bug:

1.    Have a ship that is stranded without fuel.   
2.    Use a ship with a the tractorbeam to bring it home.    Both ships should be in the same fleet now.   
3.    Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.   
4.    The once stranded ship now has a speed of 300.  000 km/s.    After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.   

Not quite sure if this is a bug:
1.    scrap a ship in orbit.   
2.    After the scrapping started, order the ship to fly somewhere.   
3.    It will still be scrapped regardless of where it is.   

Combine both for scrapping ships with style.   
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 17, 2020, 05:39:17 PM
I'm seeing a behavior in my current game where Earth has 20,000 maintenance capacity, there are about 12,500 parked there, and they're still experiencing maintenance failures while in the middle of overhaul there. FWIW, I didn't build sufficient Maintenance Facilities until after all of the ships arrived and started overhaul, in case it's a matter of that state being checked at the start of overhaul or arrival at a body, rather than each tick. Database attached.

I took a look. Might just be something I'm missing here, but only recent maintenance failure I'm seeing in your event log is on Newton I, which are not in orbit.
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 17, 2020, 05:42:20 PM
I think I've found two bugs.

I was stablizing a jump point as well as a Lagrange point of Neptune, and I think they each did something wrong. First the Lagrange point is in the wrong place. I expected it to be 60?° ahead of or behind Neptune, but instead it looks like it is 120° away. It's LP2 in this screenshot, on the right-hand side of the orbit:

(http://db48x.net/temp/Screenshot%20from%202020-04-17%2015-15-39.png)

I was also stabilizing JP2 to HH Andromedae, and when it finished I sent a cargo fleet through with infrastructure. That worked ok, but it turns out that they're stuck there; the jump point back isn't stable.

All the civilian ships are now in the process of making the same mistake:

(http://db48x.net/temp/Screenshot%20from%202020-04-17%2015-12-43.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:44:18 PM
Additionally, I now get a 1530 Object refernce not set to an object error which might be related to officers - and ever since I captured some POWs from the Alpha Centauri System NPR I get frequent "Prisoner breaks" as I envision them -  a message in the log stating that an enemy groudn force was defeated and 0 reparations have been Paid, which results in an empty enemy Population conquered Pop on Earth.

Could you send me the db with the errors?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:45:21 PM
Quote from: insanegame27 link=topic=10756. msg123655#msg123655 date=1587001872
Function #2217: An item with the same key has already been added

pops up whenever I try to open summary, industry, mining or research tabs.   Was in 1.  4 and was also reported by me in 1.  4

db file:
Code: [Select]
https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
Anything on this?

I seem to remember downloading that and couldn't reproduce.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:47:44 PM
The civilian shipping contracts interface does not accept decimal amounts for shipping. Normally this isn't an issue, until you decide you want to modify a shipment like this from 0.3 to 1.3:

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:51:04 PM
Somebody already reported the graphical error present when designing ships, regarding jump drives and copied classes didn't they??

If not then please see attached. It had a Jump Drive at one point in the design stage. Then it was removed and the jump rating remains. Closing and reopening various windows and even restarting Aurora fail to clear the ships jump rating. Unsure if this allows those ships to jump or not.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:52:45 PM
When adding a tech to the queue, and then removing it from the queue, it doesn't re-appear in the list of available tech to research, unless you reload the list by changing the category and going back. This happened on a fresh game.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:54:01 PM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I'm getting a very similar bug when I design a mine buoy.  The #2044 Object reference is not set to an object popup (and perhaps similar if not identical popups) comes up every time I click on missile design.  The pick engine size seems to work temporarily but the next time I launch it, I get the same errors again.

Hope this helps and thank you for continuing on this game all this time!

Can you share a DB with this problem, thanks.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 05:56:17 PM
Here's a display bug: While officers no longer get assigned to civilian ships, civilian ships still appear as possible assignments in the officers screen.

Fixed
Title: Re: v1.5.1 Bugs Thread
Post by: Nori on April 17, 2020, 06:06:23 PM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I'm getting a very similar bug when I design a mine buoy.  The #2044 Object reference is not set to an object popup (and perhaps similar if not identical popups) comes up every time I click on missile design.  The pick engine size seems to work temporarily but the next time I launch it, I get the same errors again.

Hope this helps and thank you for continuing on this game all this time!

Can you share a DB with this problem, thanks.
See attached. Simply open up design a missile. I think this bug caused another that makes designed missiles dissappear.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:07:06 PM

Economics window
(Minor Bug) Compare button does nothing (not sure what it is supposed to do TBH)

Removed

Quote
View Technology window
(Bug) Prototype weapons and turrets and engines appear in the component list as if they are normal components (with no P after them).   Not sure if the intended behaviour is for them to appear at all or if they should have a (P).

Fixed.

Quote
(Possible Bug) Ground forces don't appear to suffer morale loss if they are in transport ships.  I searched the C# changes list and I couldn't see it mentioned as being changed.  Also it looks like cryo drop pods are removed completely (there are only normal, boarding and drop pod versions that I could find).

Working as Intended.

Quote
(Error) When designing an STO, clicking on Weapon Type (above the list of weapons gives this error "Function #1871: Object reference not set to an instance of an object. "
(Error) If you click Field Position when you have an element selected you get error message "Function #1870: Unable to cast object of type 'av' to type 'f4'. "
(Error) If you click Clear Hierarchy when you have an element selected you get error message "Function #1886: Unable to cast object of type 'av' to type 'f4'. "

Both Fixed.

Quote
Missile Design
(Possible Bug) If enhanced radiation is researched, a missile with WH 1 will change to WH 0 Rad Dmg 2 if the box is ticked.   A missile with effectively 0.  5 WH will change to Rad Dmg 1 if the box is ticked.   Are either of these supposed to be possible?

Yes, Rad damage halves warhead strength so working as intended.

Quote
Class Design
(Error) If you type in .  for deployment time (I was trying to type . 5) you get this error message:
Unhandled Exception
Input string was not in a correct format
 (this is in a different format to the normal Aurora error messages, if you want I can send you the full details)
(Error) If you type in ". " for armour value you get this error message: Function #263: Input string was not in a correct format.

Both fixed.

Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:08:01 PM
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

Is anyone else suffering a similar problem where all ground units vanish?
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 17, 2020, 06:10:21 PM
Not currently no
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:10:40 PM
Commecial line built sorium havesters before I researched the tech.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:12:02 PM
This one was pretty wild. I had a stabilization ship stationed on the Proxima Centauri side of the Proxima Centauri/Sol jump point to keep an eye on a neutral NPR that had positioned ships there, when both sides were attacked by the Swarm. The jump ship retreated, but exploded a few hours later due to the new acid damage.

While this was going on, I encountered a Function #327: Object reference not set to an instance of an object exception.

That error is part of applying damage. I won't be able to see it from the post-action DB but will keep an eye out for it.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:12:49 PM
Trade good infrastructure (both types) is not added to the producing planets infrastructure supporting the population. 

While regular Infrastructure is exported and added to the receiving planet's infrastructure as expected (if there is a surplus to export) LG Infrastructure is not traded at all.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 06:13:42 PM
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

Is anyone else suffering a similar problem where all ground units vanish?

I had 16 of my 20 ground units vanish on a v1.50/1.51 game. Here is a post I made about disappearing ground units: http://aurora2.pentarch.org/index.php?topic=10756.msg123690#msg123690 (http://aurora2.pentarch.org/index.php?topic=10756.msg123690#msg123690)

And here is a follow-up post with the savegame: http://aurora2.pentarch.org/index.php?topic=10756.msg123717#msg123717 (http://aurora2.pentarch.org/index.php?topic=10756.msg123717#msg123717)

Since that time though, I haven't had any disappearing ground units.

I'll keep an eye on it in future versions if it happens again.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:14:53 PM
I'm not sure if Squadron Transit by sub-fleet is working or not, or if perhaps I misinterpreted what it should mean.  When giving the order, my fleet will approach the target jump point (unexplored) and split into it's various sub-fleets, and then report that orders are completed without actually jumping through.  They will then remain as their sub-fleets, never re-converging into the main fleet on the other side.

I had actually tested and made a mistake initially as I had one too many ships in each sub-fleet.  and each sub-fleet reported itself as being unable to complete the transit and the fleet remained as its whole self.  This begs the question of whether the fleets are supposed to split permanently or if something is failing during the jump attempt and they simply aren't recombining.

They should split and they all jump. I need to set this up and test it tomorrow.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:16:59 PM
Fuel efficiency is still shown as a drop down in the shield project menu, even though it has no use.   

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:18:40 PM
Event log color settings do not seem to save

That is working for me.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:22:42 PM
I was messing around in the System View in Federated Nations, and had an unexplored jump point. I was not in SM mode. I hit the "Enter JP," button.

Error in function 3102: Object reference not set to an instance of an object.

I suspect this is something to do with having no generated system on the other side to enter, in which case some sort of more obvious error could be presented.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:23:18 PM
Medal Management window prevents opening of any other windows. I believe, that it is the only window that works this way so I presume that it is not intentional.

Yes, it is working as intended.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:26:03 PM
20 years in 1 NPR, found some precursors a couple years back (probably not related)

I suddenly get this error while passing day by day.

Game continues as normal.

It is caused by the Swarm exhausting a mineral deposit - or trying to. Fixed now.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:27:54 PM
v1.5

Something is fishy about fuel tankers. The standing order 'Move to Gas Giant with Sorium' does not appear to work. The tanker stays at the colony, with no orders, with a sorium gas giant in-system. Equally, 'Transfer Fuel to Colony' conditional order does not appear to work, again no orders issued. Lastly, when I manually ordered my tanker to transfer fuel to colony, it transferred 100% of it's fuel to the colony, and did not retain the 5% which I set in it's design.

Back in v1.4, the 'transfer fuel to colony' part was working correctly, though the standing order was not. This is using a colony in another system, not my homeworld. But it has refueling ability, and a small population.

Move to Gas Giant with Sorium' is now fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:32:13 PM
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).

Is the system definitely assigned to the sector?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:32:57 PM
Well, since the version 1. 0 the game is overall unplayable to me.  Any attempts to create a new game (Conventional) even on *sol* system generates a error, no map is launched  and on top of that, the game windows are way too big for my screen and t is in such nature that even infinite screen cant solve the problem because when i try to scroll the window just cuts the rest of the information.  Not even moving the window solves this.  So i lose most of the information of the screens anyway. 
It is version 1. 5. 1 and i still havent played a single game because of all this.

What is the error?

What is your resolution?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:34:15 PM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 06:38:02 PM
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).

Is the system definitely assigned to the sector?

Yes, BUT MAYBE NOT WHEN I POSTED THAT SORRY. First of all when opening the game just now to show you I got this;

(https://i.imgur.com/ei28yEj.png)

then when I checked again it shows the sector bonus properly now as 1.2. Weird as I am sure it was displayed wrong earlier but maybe I didn't put the planet in the sector yet.

I keep trying to attach the DB on here for the above error message but it's not posting for some reason. Let me know if you want the DB.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:41:40 PM
Here's a database I saved while getting a stream of 1512 null reference errors, apparently infinite in length. These errors started just after I jumped into Procyon, so presumably something has gone wrong with generating the system.

It is caused by an NPR that has no tech systems. No idea how that could happen, but will watch for it in future.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 06:47:06 PM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)

Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.

There will be a follow-up but I doubt it will last several thousand years of in-game time.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 07:00:10 PM
I think I've got a bug with diplomacy.

Problem: Function #1530: Object reference not set to an instance of an object.
Event log message
Alien Communication ==> Sirius ==> DIP Royal Sovereign has received an unintelligible communication from XX Dvora 001

I have a very basic diplomatic ship in orbit around the alien home world, after it arrived the #1530 error started.
Previously failed unintelligible communication with a GRAV Survey vessel in the same system didn't cause any problems.
If i move my ship away from the planet the error stops, if i move it back to the plant the error starts again.

I hope this helps & thx for all your hard work.

Your database seems to have a lot of ships and fleets and shipyards that don't belong to a race so it won't load. No idea what is happening there.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 17, 2020, 07:00:12 PM
I encountered another error message, it repeats every 5 days:

Function #1551: The given key was not present in the dictionary.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 07:04:00 PM

Civilian Garrisons use your Ground Officers. Not sure if intended, but if so your own units should probably take precedence.

Also not really a bug but QoL feature request - would be nice if when you drag a missile to the FC instead of the launcher, it would assign that missile to all launchers under the FC.

Garrisons WAI

For the missile, just click 'assign all' before dragging the missile.
Title: Re: v1.5.1 Bugs Thread
Post by: nirkbirk on April 17, 2020, 07:11:35 PM
Hi Steve,

Love the game, it's truly impressive.

If you start a new game, click create game, then click cancel when presented with the race creation menu, it will continue and create a galaxy (which seems like unexpected behaviour).  Furthermore, there will be an empty map and scrolling with the mouse wheel will throw a null reference exception at function #1616.

Cheers
Title: Re: v1.5.1 Bugs Thread
Post by: se5a on April 17, 2020, 07:15:15 PM
Please for the love of god, format the datetime strings, it's very simple to do, and will save people having to set their system datetime settings, and ensure some consistency.
something along the lines of:
string format = "hh:mm:ss dd MMMM yyyy ";
string dateString = dateTime.ToString(format));
would result in eg: 12:05:42 18 April 2020

You'd have to ensure that September fits as it's the month with the most letters. if you use numerals for months, it'll be shorter but people will likely get confused on the order of days and months.

Edit: Actually, a bit more playing around, I've found you can use three MMM and just get the abreviated month:
string format = "hh:mm:ss dd MMM yyyy ";
results in:
12:05:42 18 Apr 2020

Title: Re: v1.5.1 Bugs Thread
Post by: Demonius on April 17, 2020, 07:16:27 PM
Every six months, I get an Invasion by 0 enemies that I immediately defeat but are left with a pop0 Colony I have to delete. I really wonder what those rescued ship Crews are up to...
Title: Re: v1.5.1 Bugs Thread
Post by: Red Dusk on April 17, 2020, 07:45:31 PM
Colonizing a planet after a CMC has been founded on them creates a separate entry in the Economics page. If you then send terraforming stations or ships to that colony, they only show up under the CMC, not in the new colony entry. Additionally, if you choose to hide CMCs, it becomes impossible to access the planet to perform any terraforming actions. Attempting to enter the terraforming details on the other entry results in no action taken.
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 17, 2020, 07:58:25 PM
I Have a Suspicion my earlier 1516 errors was caused by creating 2 techs with the same name(one prototype), creating a design using one of the techs, then deleting the other tech and  building that ship. Because I did that in the game with the errors, but not in the second attempt which didn't see them. I shall see if its reproducable.
Edit: No Luck.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 17, 2020, 08:03:24 PM
In 1.5.1 after building a diplomatic ship, I keep getting Function 1530 bug almost every turn. Communication messages in the events window have also stopped occurring - I don't know if that's because that race no longer refuses to speak to me or because there is a bug. I'm 25 years into my campaign at this point.

EDIT: There is an alien ship in my system, it's been standing near a jump point for about a year now.

Can you link the db?
Title: Re: v1.5.1 Bugs Thread
Post by: AlStar on April 17, 2020, 08:11:31 PM
Hitting "Repeat Orders" for a fleet doesn't recalculate "All Orders Distance" nor "Travel Time Required"
Title: Re: v1.5.1 Bugs Thread
Post by: Erik L on April 17, 2020, 08:24:16 PM
Selecting a specific element and then trying to set field position results in the following:
(http://www.pentarch.org/eluken/AuroraCSErrors/Annotation2020-04-17202047.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Ardis on April 17, 2020, 08:30:09 PM
I'm also getting "Function #1530: Object reference not set to an instance of an object" errors.    Specifically, this happens when a ship with a diplomatic module is present in the same system as aliens, and the aliens are detected by active sensors (so, when conditions for communication are met), regardless of whether the diplomatic ship is the one detecting them or not.    If the diplo ship leaves the system, communication is attempted as normal.    It may or may not be related to the fact that the aliens refuse to communicate - I'll find out when I meet a race that talks to me.   
Title: Re: v1.5.1 Bugs Thread
Post by: Frank Jager on April 17, 2020, 08:34:10 PM
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

Is anyone else suffering a similar problem where all ground units vanish?

I have had similar but assumed it was down to my own idiocy.

It happens when you delete a hq level with subordinate hq levels.

They then appear on the planet (but clicking directly on the planet) and cost wealth but disappear from the drop-down menu and are unselectable.
Title: Engine-less missiles (ie: buoy's and mines) not working
Post by: Kyle Kingsberry on April 17, 2020, 08:36:11 PM
It appears that if you construct a missile with no engine, to be used as a buoy or mine, it will not be released from the ship.  I believe this may have been reported by others as well.  DB can be found here: https://drive. google. com/file/d/1tNoQPUzvTOU7ynBZJpnV3yepBeUdVEYI/view?usp=sharing
Title: Re: v1.5.1 Bugs Thread
Post by: Bubbaisagod on April 17, 2020, 08:37:27 PM
Quote from: Steve Walmsley link=topic=10756. msg124870#msg124870 date=1587168010
Quote from: bubbaisagod link=topic=10756. msg124428#msg124428 date=1587120585
I think I've got a bug with diplomacy. 

Problem: Function #1530: Object reference not set to an instance of an object. 
Event log message
Alien Communication ==> Sirius ==> DIP Royal Sovereign has received an unintelligible communication from XX Dvora 001

I have a very basic diplomatic ship in orbit around the alien home world, after it arrived the #1530 error started. 
Previously failed unintelligible communication with a GRAV Survey vessel in the same system didn't cause any problems. 
If i move my ship away from the planet the error stops, if i move it back to the plant the error starts again. 

I hope this helps & thx for all your hard work. 

Your database seems to have a lot of ships and fleets and shipyards that don't belong to a race so it won't load.  No idea what is happening there.

I don't know what went wrong either . . .
If i understand you correctly the game won't start with my database, when i copy paste that database in my game folder it loads without problem. 
I zipped my aurora folder with the #1530 error database: https://www. dropbox. com/s/yvugtyr7ls6bqge/Aurora%204X. zip?dl=0
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 17, 2020, 08:51:58 PM
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).

Is the system definitely assigned to the sector?

A separate user on the Discord also reported this bug, and showed screenshots showing that he had indeed put Sol in the sector successfully, and definitely had a Sector Governor with a mining bonus. He also closed and reopened display screens and progressed time past construction ticks, but the Sector Mining bonus stayed at 1.0.

When I asked him to save and completely restart Aurora, he confirmed that it *did* cause the Sector Mining bonus to update and display correctly.
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 08:53:06 PM
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).

Is the system definitely assigned to the sector?

A separate user on the Discord also reported this bug, and showed screenshots showing that he had indeed put Sol in the sector successfully, and definitely had a Sector Governor with a mining bonus. He also closed and reopened display screens and progressed time past construction ticks, but the Sector Mining bonus stayed at 1.0.

When I asked him to save and completely restart Aurora, he confirmed that it *did* cause the Sector Mining bonus to update and display correctly.

I knew I wasn't going crazy!
Title: Re: v1.5.1 Bugs Thread
Post by: Desdinova on April 17, 2020, 08:54:38 PM
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

Is anyone else suffering a similar problem where all ground units vanish?

I have had similar but assumed it was down to my own idiocy.

It happens when you delete a hq level with subordinate hq levels.

They then appear on the planet (but clicking directly on the planet) and cost wealth but disappear from the drop-down menu and are unselectable.

I never deleted any ground units, though. I did research and build some new ones, though, but I never noticed exactly when the disappearance happened.
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 17, 2020, 09:41:59 PM
Event log color settings do not seem to save

That is working for me.

I've had this problem too since the first version.  I have to reset all my colors every time I open the game.  Mentioned it as a minor nuisance back in 1.0 or 1.1 bug report list, figured it was not a high priority (with new starts every version, I expect to have to redo it a few times :D )    But, within a save game it would be nice.  Not sure what's up tho if it's working for you :(
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 17, 2020, 09:43:53 PM
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)

Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.

There will be a follow-up but I doubt it will last several thousand years of in-game time.


I always start my game in year 1 (TN) ---- avoids a lot of problems :D
Title: Re: v1.5.1 Bugs Thread
Post by: SpaceMarine on April 17, 2020, 10:05:32 PM
Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is.

the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up. not a conventional start, and not a random stars game. it happens every time i try to add my fighter to the space station campaign is 20 years old
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 17, 2020, 10:11:07 PM
My ground units all got deleted again.

I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies

One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.

Is anyone else suffering a similar problem where all ground units vanish?

I saw it once in 1.4. I only got one geosurvey battalion. It somehow lost all its units and became an empty formation. Not sure what caused it and I could not reproduce that issue.
Title: Re: v1.5.1 Bugs Thread
Post by: PM on April 17, 2020, 10:19:18 PM
Hi,

I just tried to increase capacity of a shipyard, I selected the option in the dropdown and instead of clicking "Set activity", I clicked "Create task" (it's 5am, i'm a bit tired :-)). . .  so as the shipyard as no class assigned for construction, i had an error 2926 the object reference is notdefinied as an instance of an object. . . 

Thanks
Title: Re: v1.5.1 Bugs Thread
Post by: Froggiest1982 on April 17, 2020, 10:30:20 PM
Event log color settings do not seem to save

That is working for me.

I've had this problem too since the first version.  I have to reset all my colors every time I open the game.  Mentioned it as a minor nuisance back in 1.0 or 1.1 bug report list, figured it was not a high priority (with new starts every version, I expect to have to redo it a few times :D )    But, within a save game it would be nice.  Not sure what's up tho if it's working for you :(

I think I had same issue in VB6 Aurora. Do you start the game as Admin? If not try that.
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 17, 2020, 10:37:51 PM
Event log color settings do not seem to save

That is working for me.
I went poking this a bit more and it seems like setting just the text color is not saving.

If you set background color it saves.
If you set background color and text color both save.
If you set text color it doesn't save
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 17, 2020, 10:43:20 PM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.
Title: Re: v1.5.1 Bugs Thread
Post by: bankshot on April 17, 2020, 10:44:29 PM
New 1.51 game.  I've been able to click on civilian freighters and colony ships to view their current movement orders throughout the game without an issue.  I recently set a standing order for Colony fleet which consists of my one official colony ship to load colonists from capital with standing order #2 of unload colonists.  I then set a default order to refuel at colony or hub at 20% fuel.  now when I click on the civilian shipping company ships I get multiple error popups - "Standing orders cannot be changed for a civilian or computer controlled fleet", then 2x" Conditions cannot be changed for a civilian or computer-controlled fleet. "

Closing and reopening the game stops the errors until I adjust a standing or conditional order on Colony Fleet again. 
Title: Re: v1.5.1 Bugs Thread
Post by: Erik L on April 17, 2020, 10:47:07 PM
Event screen can be resized, but the controls inside do not change size.
Title: Re: v1.5.1 Bugs Thread
Post by: Randy on April 17, 2020, 10:50:03 PM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

It really should be flagged as a 'bad design", since it won't be able to jump. Military jump drives only work for military engines, and commercial jump drives only work for commercial engines...
Title: Re: v1.5.1 Bugs Thread
Post by: DFNewb on April 17, 2020, 10:51:14 PM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

It really should be flagged as a 'bad design", since it won't be able to jump. Military jump drives only work for military engines, and commercial jump drives only work for commercial engines...

No cause it lets military ships jump still. I do this all the time currently, I make big civ ships with both types of engines and use them as mobile jump gates for my non-jump military fleet. They also serve as refuelers.
Title: Re: v1.5.1 Bugs Thread
Post by: Castinar on April 17, 2020, 11:26:49 PM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

It really should be flagged as a 'bad design", since it won't be able to jump. Military jump drives only work for military engines, and commercial jump drives only work for commercial engines...

I'll have to go back and check.  Hadn't completed the design -- was just comparing components when I saw the comm. engines/mil. JD flagged as a commercial vessel.  Might well have been flagged as bad design.
Title: Re: v1.5.1 Bugs Thread
Post by: JacenHan on April 18, 2020, 12:22:28 AM
I have the following issue:

I'm adding an army through SM, I've created a brigade with four battalions and two artillery batteries. Now, as far as I know, formations under the same parent formation can support each other, and indeed, one infantry battalion, when dragged on top of another, gives support, however, I want the artillery batteries to support the infantry battalions, but whenever I drag them over to add suport, they are added as a sub-formation of the battalion. In practice, the artillery battery gets attached to the infantry battalion.
I am currently having the same issue described above (v1.40 thread) in my game. I have an infantry brigade and an artillery battalion both underneath the same parent HQ formation, but attempting to drag the artillery battalion onto the infantry brigade assigns the artillery as a child formation instead of supporting it. DB is attached.
Title: Re: v1.5.1 Bugs Thread
Post by: firsal on April 18, 2020, 12:34:38 AM
I just noticed this in my 1.4 conventional start, so I'm not sure if this bug still exists in 1.5.1 but i figured it was still worth reporting, just in case

One can develop fighter pod bays even without Trans-Newtonian tech research and before researching the requisite Fighter Pod Bays tech
Title: Re: v1.5.1 Bugs Thread
Post by: Scud on April 18, 2020, 01:05:41 AM
Quote from: firsal link=topic=10756. msg125018#msg125018 date=1587188078
I just noticed this in my 1. 4 conventional start, so I'm not sure if this bug still exists in 1. 5. 1 but i figured it was still worth reporting, just in case

One can develop fighter pod bays even without Trans-Newtonian tech research and before researching the requisite Fighter Pod Bays tech

Just replicated on 1. 51
Title: Re: v1.5.1 Bugs Thread
Post by: LadyoftheRoundTable on April 18, 2020, 02:13:31 AM
Getting a bug where if I set to unload 1 mass driver it just unloads all the mass drivers in cargo.  I haven't tried with more mass drivers than I have ships in my cargo fleet, but I do only load the requested number of drivers
Title: Re: v1.5.1 Bugs Thread
Post by: Wieseltrupp on April 18, 2020, 02:38:37 AM
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 18, 2020, 02:43:35 AM
After creating a new game and then deleting an existing game every game on the drop down menu becoems displayed as "h0".
I tried 2 more times and got this error once more, and once it didn't occur.
(https://i.imgur.com/C7z71z7.jpg)
Title: Re: v1.5.1 Bugs Thread
Post by: Elouda on April 18, 2020, 02:50:40 AM
v1.5.1
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
Title: Re: v1.5.1 Bugs Thread
Post by: L0ckAndL0ad on April 18, 2020, 03:00:32 AM
v1.5.1
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
I can confirm that. I actually reported it in 1.5 bug thread.

In my case, I had several levels of sub-fleets, and when trying to assign targets on the lowest one, it worked for the entire fleet (for the same class ships).
Title: Re: v1.5.1 Bugs Thread
Post by: Elouda on April 18, 2020, 03:12:16 AM
v1.5.1
With either of the 'Lost contacts' options enabled, lost contacts appear to be updating position/data.

Database attached with this occuring in Tau Ceti.

Also, a 'lost contacts 1 day' would be a nice addition for lost contacts on a more tactical timescale.
Title: Re: v1.5.1 Bugs Thread
Post by: Vorastra on April 18, 2020, 03:37:25 AM
Regarding the minimum resolution of 1440x900 compared to the old x1024.  This made me happy due to my 1600x900 display.  I took this to mean no more panels will be cut off at the top and bottom and what not, however most of them still are. 

It seems the panels were sized with the full 900px height in mind and didn't take into account the taskbar height (which you can tell, when hiding the taskbar it all looks perfect, but is highly annoying to have to do for one game) which means that the taskbar cuts into a lot of the panels.  Which is kinda frustrating since I'm sure you worked very hard trying to keep the panels to fit that height so the game would be more accessible but is now ruined due to a small oversight.

A suggestion would be to make the UI buttons at the top slightly smaller to fit the taskbar.  The taskbar is 40px high.  When planning, the panels should've been worked on with 1440x860 in mind and not 900.
Title: Re: v1.5.1 Bugs Thread
Post by: MarcAFK on April 18, 2020, 03:44:06 AM
That reminds me that when I had a smaller display I had to shove the taskbar off to the left to access the bottom of windows. You should have room with 1600 width, but I suppose someone with a 1440x900 display would need to hide the taskbar.
Title: Re: v1.5.1 Bugs Thread
Post by: Vivalas on April 18, 2020, 04:11:48 AM
Seems like the "launch ready ordnance" order doesn't work. The number of missiles on ship decreases but nothing actually appears at the location the ship is at.
Title: Re: v1.5.1 Bugs Thread
Post by: Cocyte on April 18, 2020, 04:23:48 AM
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.

First, here is the database (http://petit-creux.fr/vrac/aurora/AuroraDB.db)

With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.

It also happens with most of the commodores when promoted.

Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.

Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.
Title: Re: v1.5.1 Bugs Thread
Post by: Wieseltrupp on April 18, 2020, 04:39:57 AM
Fuel Consumption and Training continues during Overhaul
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:44:32 AM
Fatal crash to desktop on Mono/Linux.

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.  It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.  (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.  However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.  The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.

Thanks!

Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?

This bug affects both planet and ship passives, as well as ship actives. We haven't managed to test yet, but suspect it also affects missile sensors, and probably planet actives if those are even a thing now.

We really appreciate your willingness to take a look. It's quite understandable that non-Windows users are a low priority, especially right now.

Yes, there is a pen that is held in the parent method and passed to many child methods, so I don't have to keep re specifying the parameters. I assume you are asking me to Dispose in the parent method?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:49:04 AM
When checking designed missiles in the view tech window, missile size is shown in tons instead of in MSP.

Have you clicked the 'Size in Tons' checkbox?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:53:47 AM
The [Set Speed] Button in the Naval Organisation does not work correctly.
Setting a Speed will only show after switching to a different fleet and back
You can enter "0" and will get the error "#899: Division by Zero" after switching to the fleet
The Speed returns to the max possible value if you advance time

Do Termal values now reduce in a liniar manner with the speedsetting compared to the max speed?
I would like to creep up on Xenos

Minimum speed for fleets should be 1 km/s, to avoid divide by zero errors :)

Players won't know that so I have added a check to ensure speed can't be set to Zero

Speed returning to the max will happen if you have the 'Set Maximum Speed' checkbox clicked.

Thermal is linear with speed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:00:39 AM
Quote from: Steve Walmsley link=topic=10756. msg124556#msg124556 date=1587135025
Quote from: Kristover link=topic=10756. msg124005#msg124005 date=1587054608
Steve, any idea if the next patch is going to be 1. 5. 2 or if it is going to be 1. 6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.

It will be v1. 6.  It includes some database fixes.

Is it workable to only update the exe and not the DB if we have a game going already, to get some of the bug fixes in? Or does the 1. 6 exe depend on the 1. 6 DB to function correctly?

Also, I am a bit curious about the types of changes being made in the DB - is there something fundamental that prevents any kind of DB migration so that existing saves can be maintained across updates, or is it just something you haven’t worried about/looked into?

I am not keeping track of everything I have fixed. I am just working through the bugs threads. I have made several db updates so using the exe and db together is needed, otherwise I may get fake bug reports which just slow me down. It may be possible to migrate saves but I haven't spent time on trying to do that. At the moment, I am in full big-fix mode. I haven't even looked at the suggestion thread yet.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:19:11 AM
Don't know if the have already reported.

BUG: you can drag'n'drop gournd forces to other planets

BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.

A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.

Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have  been converted to an Anomaly "Alien Installation: Logistics 100%"

Ground force drag/drop fixed. I had code to check when you dragged to pop, but forgot the code to check when you dragged to formation on different pop.

I have changed Refresh to refresh the race instead of the system, which should solve a few issues in this area. The same system will remain selected.

I suspect there is something odd going on with player created ruins, but I haven't figured it out yet. Do you know if you clicked the random ruin button more than once on the same planet?
Title: Re: v1.5.1 Bugs Thread
Post by: Migi on April 18, 2020, 05:26:07 AM
Create Research project
Magazines
(Bug) You can select Structural shell for the armour component, this provides more capacity than normal armour (only tested up to composite).
(Possible bug) Base HTK is 1 for magazines where HS <= 3.  Base HTK is 2 for magazines where HS >= 4. This means that a magazine with size 4 and selected HTK 10 will show as HTK 11 which looks odd. Also this doesn't match the SQRT(HS) which engines use and the selectable HTK doesn't control (completely) the HTK of the component. If WAI, possibly the selectable HTK should be renamed Bonus HTK?
(minor bug) Magazine size caps at 199 HS, I think most people would expect the list to end at a round number like 200 (also props for putting so many individual ones in)

Create Research project
Meson Cannons
(Minor bug) Capacitor recharge rate is listed in the opposite direction to other weapons (eg lasers) this means that the default selection is 1, not the largest (at first I thought that you had changed the power requirements for mesons as part of a balance change)

Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:29:51 AM
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I can't reproduce. If it happens again, please attached the db.
Sure thing: https://www.dropbox.com/s/k3qiz3f5lbzaql2/AuroraDB2.zip?dl=0
Just load up and click on design missile and you should get the error.

~edit: In starting this up to check some stuff, I realized several missiles I designed are no longer in the game. You can see their names in the ordnance industry tab, but they don't show up anywhere else. The entire Mk2 series of missiles are gone.

For the Epsilon Empire game, plenty of missiles exist but not their respective tech systems. I suspect that at some point there was an error in saving the tech systems (error 1499) which messed up the tech system table and that is what caused the bugs. I have added some extra check code to try to prevent this in future. Thanks for the database.
Title: Re: v1.5.1 Bugs Thread
Post by: Boris on April 18, 2020, 05:30:51 AM
Retired scientists show their current assignment as anassigned, instead of the research that they worked on.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:33:55 AM
I am getting a Function #914: Out of memory error during exploration.  Not sure if it is directly tied to system generation.  Sometimes it goes away after a few clicks, this time it is being constant.  Task manager only reports between 125 and 170 MB of ram usage.  Crashes the game when I attempted to save the DB.  I am attempting to reproduce the bug, but the behavior isn't showing up this time, so it might be related to the fact that the game has not been shut down in a few days.

This is a problem with displaying fleets. Are you on Windows or Linux?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:35:34 AM
STOs seem to list a Min Range vs Missile for their sensor, which I assume should be Max Range vs Missile.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:43:49 AM
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:

(https://i.imgur.com/3ZwXirP.png)

The shots were fired against a survey ship with 1 armor layer.

Is there anything unusual about the game. Where any NPRs set up with 0 tech points for example?
Title: Re: v1.5.1 Bugs Thread
Post by: Boris on April 18, 2020, 05:47:06 AM
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)
Title: Re: v1.5.1 Bugs Thread
Post by: Doren on April 18, 2020, 05:47:47 AM
Here's a save that has that obsolete comps showing on design view save if you want to check it out before 1.6.

The components that are shown in design view that are obsolete are:
EM Sensor EM1,0-6
Thermal Sensor TH1,0-5
Fighter I-NT Engine  EP9,60

The fighter engine might have been prototype that was eventually researched. There's also some other non-researched prototypes but no issues with those. I kind of think the fighter engine might be the one causing issues
Title: Re: v1.5.1 Bugs Thread
Post by: Kelewan on April 18, 2020, 05:51:42 AM
Don't know if the have already reported.

BUG: you can drag'n'drop gournd forces to other planets

BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.

A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.

Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have  been converted to an Anomaly "Alien Installation: Logistics 100%"

Ground force drag/drop fixed. I had code to check when you dragged to pop, but forgot the code to check when you dragged to formation on different pop.

I have changed Refresh to refresh the race instead of the system, which should solve a few issues in this area. The same system will remain selected.

I suspect there is something odd going on with player created ruins, but I haven't figured it out yet. Do you know if you clicked the random ruin button more than once on the same planet?

As far as I remember I only clicked once.  can ruins transform to anomalies?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:58:59 AM
"Remove last/all" button in Naval Organization deselects the target but leaves the actions for the target visible.

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Resand on April 18, 2020, 06:01:38 AM
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)

Both of these adds to the cost of the component, so it's not a strict upgrade with no downside, unlike say Fuel Consumption for engines.
They weren't auto-selected in VB6 either iirc
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:02:07 AM
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.

Reproduced and fixed.

I had a similar bug today, its different enough I figured I'd mention it in case your fix doesn't also cover it.

Issue: using the 'divide into single ships' order with a detached sub-fleet made out of ships landed in a mothership causes said ships to be eaten by the space kraken and disappear. This has a follow on effect of making it impossible to assign ships to said carrier. Restarting the game allows new ships to be assigned. Choosing to detach a single ship into a fleet, then adding other docked ships to it and using the 'divide into single ships' order has a similar effect, with the difference being that the originally detached ship doesn't get deleted. Combining the carrier with a different fleet causes the deleted ships to reappear (highlighted to provide people who encounter this issue a workaround). This issue occurs with both fighters and FACs. This issue appears to be related to ships being docked in a mothership.

How to reproduce:
1) Create ship with hanger space, assign and land ships in it using the 'land on specified mothership + assign' order. Advance time 5 seconds. Create a subfleet within the carrier's fleet and move docked ships into the subfleet. Detach said subfleet and order it to 'divide into single ships' in the same place as the carrier (tested locations: population, jump point, and the carrier's fleet). Advance time 5 seconds. The detached subfleet will have disappear from the Naval Organisation window with no error produced.

2) Order additional ships to land onto the carrier using the 'land on specified mothership' command (+assign and don't assign has no impact on this step). Advance time 5 seconds. The ships ordered to land will have remained in their own fleet and won't have been assigned. No error message is produced.

3a) Combine carrier with new fleet. Deleted ships should reappear; 3b) Save and exit the game. Restart. Order ships to land onto the problematic carrier. New ships will land with no problem.

Some other issues I found testing this: [major] ships equipped with commercial hangers apparently cannot be selected using the 'land on specified mothership' order (both functions) and thus cannot be used at all, [minor] commercial hanger deck isn't included in the 'Hanger Deck' category in the ship design menu and instead sits underneath the 'command and control' category - is this WAI?

The problem is that detached ships should not be still docked when in a different fleet than the mothership. This was being checked for non-sub-fleet detachment so I extended the same code to cover sub-fleets.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:13:02 AM
Quote from: Steve Walmsley link=topic=10756. msg124522#msg124522 date=1587132269
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802
My new 1.  5.  1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window.   

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.   Nothing in the event log explaining the interruption.   
I hit okay a bunch but it seems to reoccur forever.   Had to kill the game from the Task Manager. 

Can you send the db?


I'm also seeing "Function #1512: Object reference not set to an instance of an Object".  For me it happens when I try to advance time.

I don't know if it's related, but since the message started appearing, time has started to become a bit weird.  In the event log, you can see the game going from October -> November -> October of the same year.

Zipped DB attached.

(BTW - thanks for making this game.  I had great fun with the VB6 version many years ago, and am enjoying rediscovering the game)

One of the NPRs doesn't seem to have any tech, which is causing problems. Not sure how that happened. Hopefully the next version will avoid that situation arising due to extra checks in place.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:14:19 AM
Same issue for me, just completed a grav survey and whilst i had a message to say the survey was complete no messages about no more orders for the survey ship in question

It is obvious a widespread problem - I am just struggling to reproduce. Maybe I already fixed it without realising :)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:22:22 AM
1.5.1

There seems no way to add missile engines larger than 5MSP, or multiple missile engines to a missile design. A single 5MSP engine is simply too small for large missiles.

Is this intended?

Missile engine size now goes up to 50.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:26:30 AM
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

ah - excellent point! I've changed it so you can do the above and added a check to prevent same class refits.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:28:19 AM
Not seen it reported yet and it strikes me as potentially unintended, the "Troop Transport Bay - Large -Drop Pod Equipped" component is flagged as commercial.

I can understand maybe regular transport bays being civilian, but drop-pod capable seems a bit suspect?

Then again, given their component size... making them military would require dedicated small number of drop-pod focused designs... so.....  ??? ??? ???

Confirmed working as intended. Transports will tend to be large so making them military would make it very difficult for players to use them. Game play over realism.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:29:20 AM
After a couple of years (30 - 40) i get #2088 Error.   At first it is only once per time increment but it gets worse. 
Now i played 60 years and i get 4 of theses errors everytime i increment time. 
No crashes so far with this error. 

I searched the forum if someone else had this issue, but i couldn't find anything. 

Edit:

Random Stars
Conventional Start

What is the error text?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:32:12 AM
I think that for the starting year you should limit the input to ±9000 years. For completion dates you could trap the exception and display a placeholder text like "?" or "heat death of the universe" or something. Of course then you still have to handle it suitably when sorting by completion date, but  robustness is never simple.

I've added a check to limit start year between 1 and 9000 and added a popup to explain why.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:37:15 AM
While refitting a ship to a different class, it's available for use.
I had a scout that while it was refitted, went through a jump point and discovered a new system.
In the new system it finished refitting.

I've added a check to prevent fleets with shipyard tasks being given orders.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:38:31 AM
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.

Are there any player-created ruins in the game?
Title: Re: v1.5.1 Bugs Thread
Post by: Kayser90 on April 18, 2020, 06:43:40 AM
Quote from: Steve Walmsley link=topic=10756. msg125110#msg125110 date=1587209360
Quote from: Kayser90 link=topic=10756. msg124693#msg124693 date=1587150767
After a couple of years (30 - 40) i get #2088 Error.    At first it is only once per time increment but it gets worse.   
Now i played 60 years and i get 4 of theses errors everytime i increment time.   
No crashes so far with this error.   

I searched the forum if someone else had this issue, but i couldn't find anything.   

Edit:

Random Stars
Conventional Start

What is the error text?

Function #2088: object reference not set to an instance of an object

something like that
Title: Re: v1.5.1 Bugs Thread
Post by: Boris on April 18, 2020, 06:44:54 AM
another "not sure this counts as a bug":
commanders automated assignment only assigns commanders of the exact rank, and never of a higher rank, even if they are unassigned
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:45:28 AM
It appears that Unit health isn't considering genetic enhancement.   I have repeated instances of reloading a save removing any and all Capabilities a unit has, reducing hp back to normal value, instead of the genetic modification health modifier.

It appears immediately saving after making the unit and reloading, however, Means the unit keeps it's capabilities

I've just created genetically enhanced infantry, saved the game, closed and re-opened. HP are the same and genetic enhancement is listed.
Title: Re: v1.5.1 Bugs Thread
Post by: Fietsenstandaard on April 18, 2020, 06:47:59 AM
Quote from: Fietsenstandaard link=topic=10756. msg124807#msg124807 date=1587161524
Quite easy to reproduce bug:

1.     Have a ship that is stranded without fuel.   
2.     Use a ship with a the tractorbeam to bring it home.     Both ships should be in the same fleet now.   
3.     Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.   
4.     The once stranded ship now has a speed of 300.   000 km/s.     After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.   

Quote from: Steve Walmsley link=topic=10756. msg125097#msg125097 date=1587207727
The problem is that detached ships should not be still docked when in a different fleet than the mothership.  This was being checked for non-sub-fleet detachment so I extended the same code to cover sub-fleets.

Are these two things related?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:49:42 AM
You can attribute more lab than the maximum for a scientist :

(https://i.ibb.co/ZJ1Dt8J/Capture.jpg) (https://ibb.co/0XVb8MX)

The game doesn't check if you the number typed in assign research research facilities is too big compared to the max labs of the selected scientist.

Also quality of life suggestion : If you have say 10 research lab available, and you click on a scientist with only 5 max labs, assign research facilities automaticly goes to 5, wich is great.
But when you click on another scientist wich has more than 5 max labs, assign research facilities doesn't automaticly update to the maximum number of labs you could assign, wich would be nice.

Both fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:50:28 AM
Refueling Options.  Can we get a tankers start with 10% fuel and unload 90% fuel option.  Some partial refuel orders would also help, though that can be accomplished by running short time intervals.

Just set the fuel reserve level to achieve that.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:52:52 AM
Quote from: Steve Walmsley link=topic=10756. msg124653#msg124653 date=1587148083
Quote from: Lastof link=topic=10756. msg124155#msg124155 date=1587064975
1.  5.  1

Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)

The search works fine with zero values.

Doesn't seem to for me, am I using it wrong?

Attached are two screen shots, in the first I have set Accessibility to 0. 4 for Duranium, but not changed the quantity from 0, then hit "Search", but bodies with less than 0. 4 accessibility still appear.  In the second I have also told it that the body should have at least 1 Duranium, and now it does only show the bodies with 0. 4 or better accessibility.

Ah I understand now. That is working as intended. If you require Duranium on the body you need to set quantity to at least 1.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:55:21 AM
Upon saving my current game, I recieve the error "Function #1462: Object reference not set to an instance of an object."

It appears to finish the save without issue, and I don't see any major issues with time progressing. Closing and reopening the game shows no errors.

In case you wanted to look deeper, I've included the db.

I am saving your game without issue so maybe I fixed whatever bug was causing it. That error is linked to saving cargo.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:58:28 AM
Continuing to step time forward, I notice that eventually "something" will trigger auto-assign to assign all the various missing positions all in one go again if you keep stepping time forward. Does auto-assign not operate on every construction cycle or something? It happens very irregularly for me, leaving long periods of time where random ships are missing random officer positions.

It looks like auto-assign is exiting if all ships have commanders, before it checks the other positions. I've removed that exit code.
Title: Re: v1.5.1 Bugs Thread
Post by: pwhk on April 18, 2020, 06:59:23 AM
v1. 5. 1

Creating game with race "Auto-assign Tech Points" and "Auto-Design Ground Forces" checked.  I would get:
1.  A "Construction Vehicles" Ground force despite not having the tech.
2.  Two STOs without any weapon.
Talking about STO, I think we should prevent creation of STO without a weapon set in Unit class design.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:00:09 AM
Probably just a minor thing (Acutally, might not be a thing at all. . .   :P), but scrapping all ships in a fleet deletes the fleet.   Might not usually be a problem--and might be working as intended (to keep clutter down) -- but I had a "Survey Fleet" w/ obsolete ships that I had scrapped.   Went to move the new ships into the fleet. . . . it wasn't there.

No big deal. . . detach a new ship and rename the fleet as needed.

Yes, working as intended to clear up empty fleets. It wouldn't delete if it was the target of a SY task for example.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:01:54 AM
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?
Title: Re: v1.5.1 Bugs Thread
Post by: pwhk on April 18, 2020, 07:11:08 AM
v1. 5. 1
See attached save.   I could not obsolete the engines "Commercial Nuclear Pulse Engine EP 100.  0" and "Commercial Nuclear Pulse Engine EP 96.  0". 
Both engines appears in Class design despite "View Technology" showing those components are obsolete.   Clicking "Obsolete comp.  " on those components do nothing. 
Title: Re: v1.5.1 Bugs Thread
Post by: pwhk on April 18, 2020, 07:14:53 AM
v1.  5.  1
Under Class design, after selecting a design.   
Under Miscellaneous tab, typing "-" in Commander Priority immediately gives error "Function #264 number format is not correct" (not English system).   When I was trying to type "-1" in full.  .  . 
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:29:00 AM
Quite easy to reproduce bug:

1.    Have a ship that is stranded without fuel.   
2.    Use a ship with a the tractorbeam to bring it home.    Both ships should be in the same fleet now.   
3.    Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.   
4.    The once stranded ship now has a speed of 300.  000 km/s.    After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.   

Not quite sure if this is a bug:
1.    scrap a ship in orbit.   
2.    After the scrapping started, order the ship to fly somewhere.   
3.    It will still be scrapped regardless of where it is.   

Combine both for scrapping ships with style.   

Second one already fixed. First one should not be possible because detaching should break tractor link. I'll check the code.
Title: Re: v1.5.1 Bugs Thread
Post by: Energyz on April 18, 2020, 07:39:02 AM
Unless I missed something, grav survey ship with standing orders will survey/cross systems that are flagged as owned by another race. I've tried to flag it as military only, and block fleet movement route, but the ship still came in mass twice, causing a war ith the NPR and the destruction of around 20 survey ships.

I've managed to stop geosurvey ship to come here by baning every body on the system, because they were coming too at first.
Title: Re: v1.5.1 Bugs Thread
Post by: punchkid on April 18, 2020, 07:39:27 AM
Retired scientists show their current assignment as anassigned, instead of the research that they worked on.
Just noticed this myself.

Also the text file button in Events window does nothing, or at least I have no idea where the file goes, can't find it in the game directory at least.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:41:33 AM
I am assuming NPR related, but I am getting "Function 2044: Attempting to divide by zero". Started in '25 with 3 NPR's. The error only happens on the 5 day pulses, not shorter ones.

Are you that wasn't error 2244? :)

It looks like an NPR has created a colony on a body where the gravity is too high. I've found a place in the code where that could happen and fixed it.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:47:01 AM
Not exactly sure if this is related to the 914 errors I had earlier, but I have a reproducible Function 915: Out of Memory when zooming out past 103b km Accompanied by the occasional Function 1618: Collection was modified; enumeration may not execute.  DB attached.

The error seems to abate at around 10LY out and only seems to happen in complex systems, as I was also able to reproduce it in Epsilon Indi.  In EI I get the same Function 914: Out of Memory Error I made in a previous post.

Thanks. I have reproduced it, although not worked out how to fix it yet.

EDIT: Fixed. Nothing to do with memory. Apparently GDI throws that error for non-memory-related reasons. In this case trying to draw a circle with a radius close to zero. If you turn off active sensors before zooming out, the problem should go away. I suspect this might be related to the Linux error as well.

I've gone through and fixed other drawing code that might have similar issues.
Title: Re: v1.5.1 Bugs Thread
Post by: muzzlehead on April 18, 2020, 07:49:54 AM
I remember someone mentioning this but could not find the reference.  Maybe it was an earlier patch. 

When I zoom out past 432 billion a series of pop ups occur:  Function #1618 Collection was modified; enumeration operation may not execute.

                                                                                        Function #915: Out of memory.

It throws several of the pop ups.  It happens regardless if fresh start of client or not. Sometimes I can get out to LY sometimes not, if I restart client but it always throws the pop ups if I Zoom out
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:57:24 AM
I remember someone mentioning this but could not find the reference.  Maybe it was an earlier patch. 

When I zoom out past 432 billion a series of pop ups occur:  Function #1618 Collection was modified; enumeration operation may not execute.

                                                                                        Function #915: Out of memory.

It throws several of the pop ups.  It happens regardless if fresh start of client or not. Sometimes I can get out to LY sometimes not, if I restart client but it always throws the pop ups if I Zoom out

Check the post before this one.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 07:59:08 AM
Hi Steve,

Love the game, it's truly impressive.

If you start a new game, click create game, then click cancel when presented with the race creation menu, it will continue and create a galaxy (which seems like unexpected behaviour).  Furthermore, there will be an empty map and scrolling with the mouse wheel will throw a null reference exception at function #1616.

Cheers

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 18, 2020, 08:00:11 AM
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:

(https://i.imgur.com/3ZwXirP.png)

The shots were fired against a survey ship with 1 armor layer.

Is there anything unusual about the game. Where any NPRs set up with 0 tech points for example?

No. I started with 1 NPR with default settings.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:01:33 AM
Please for the love of god, format the datetime strings, it's very simple to do, and will save people having to set their system datetime settings, and ensure some consistency.
something along the lines of:
string format = "hh:mm:ss dd MMMM yyyy ";
string dateString = dateTime.ToString(format));
would result in eg: 12:05:42 18 April 2020

You'd have to ensure that September fits as it's the month with the most letters. if you use numerals for months, it'll be shorter but people will likely get confused on the order of days and months.

Edit: Actually, a bit more playing around, I've found you can use three MMM and just get the abreviated month:
string format = "hh:mm:ss dd MMM yyyy ";
results in:
12:05:42 18 Apr 2020

I will get around to looking at this. At the moment I am focused on issues that users can't get around.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 18, 2020, 08:02:45 AM
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?

That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.
Title: Re: v1.5.1 Bugs Thread
Post by: pwhk on April 18, 2020, 08:03:06 AM
v1. 5. 1

Not sure if intended.  When you repair a ship while the ship is being overhauled, the ship will stop overhauling upon repair complete, despite its clock is still nonzero.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 18, 2020, 08:03:41 AM
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:

(https://i.imgur.com/3ZwXirP.png)

The shots were fired against a survey ship with 1 armor layer.

Is there anything unusual about the game. Where any NPRs set up with 0 tech points for example?

No. I started with 1 NPR with default settings.


Those two AI ships seem to belong to Precursors.
When I later engaged them, I found that:
One is equiped with gauss cannons which dealt the 140 1 damage hits. The one that dealt 49 0 damage hits did not have energy weapon equipped. It had 49 size-1 missile launchers. Those missile launchers worked normally in my later engagement with those two ships.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:03:47 AM
I encountered another error message, it repeats every 5 days:

Function #1551: The given key was not present in the dictionary.

It looks a gas giant that is being harvested has run out of Sorium. If that is one of your ships, you should be able to fix it.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:04:27 AM
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?

That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.

Its because I have an updated version of the code that handles the problem without causing an error.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:06:26 AM
Colonizing a planet after a CMC has been founded on them creates a separate entry in the Economics page. If you then send terraforming stations or ships to that colony, they only show up under the CMC, not in the new colony entry. Additionally, if you choose to hide CMCs, it becomes impossible to access the planet to perform any terraforming actions. Attempting to enter the terraforming details on the other entry results in no action taken.

Did you create the second colony manually, or was it created in some other way?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:08:55 AM
Selecting a specific element and then trying to set field position results in the following:

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 18, 2020, 08:09:12 AM
I encountered another error message, it repeats every 5 days:

Function #1551: The given key was not present in the dictionary.

It looks a gas giant that is being harvested has run out of Sorium. If that is one of your ships, you should be able to fix it.

Yes, that was it, I sent a fuel harvester to wrong gas giant.  :-[
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:09:28 AM
I'm also getting "Function #1530: Object reference not set to an instance of an object" errors.    Specifically, this happens when a ship with a diplomatic module is present in the same system as aliens, and the aliens are detected by active sensors (so, when conditions for communication are met), regardless of whether the diplomatic ship is the one detecting them or not.    If the diplo ship leaves the system, communication is attempted as normal.    It may or may not be related to the fact that the aliens refuse to communicate - I'll find out when I meet a race that talks to me.

Can you attach the db please.
Title: Re: v1.5.1 Bugs Thread
Post by: Demonides on April 18, 2020, 08:10:32 AM
Hello Steve.
I don't know if this error has already been demonstrated.

https://imgur.com/a/ZPiYUBD

"object reference not set to an instance of an object"

And next one.

Picture 3-4

I just pressed search. I didn't change anything


"invalid input string format"
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:11:11 AM
Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is.

the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up. not a conventional start, and not a random stars game. it happens every time i try to add my fighter to the space station campaign is 20 years old

What do you mean by 'a space station which does not have anything in it'?
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 18, 2020, 08:12:54 AM
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?

That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.

Its because I have an updated version of the code that handles the problem without causing an error.

I see, is there something I can do in my game to get rid of the error?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:14:37 AM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.

I probably need alternative description for one pair.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:16:43 AM
Getting a bug where if I set to unload 1 mass driver it just unloads all the mass drivers in cargo.  I haven't tried with more mass drivers than I have ships in my cargo fleet, but I do only load the requested number of drivers

http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:17:34 AM
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen

Is it definitely a normal component and not a prototype component?
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:20:04 AM
v1.5.1
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
I can confirm that. I actually reported it in 1.5 bug thread.

In my case, I had several levels of sub-fleets, and when trying to assign targets on the lowest one, it worked for the entire fleet (for the same class ships).

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:23:40 AM
Regarding the minimum resolution of 1440x900 compared to the old x1024.  This made me happy due to my 1600x900 display.  I took this to mean no more panels will be cut off at the top and bottom and what not, however most of them still are. 

It seems the panels were sized with the full 900px height in mind and didn't take into account the taskbar height (which you can tell, when hiding the taskbar it all looks perfect, but is highly annoying to have to do for one game) which means that the taskbar cuts into a lot of the panels.  Which is kinda frustrating since I'm sure you worked very hard trying to keep the panels to fit that height so the game would be more accessible but is now ruined due to a small oversight.

A suggestion would be to make the UI buttons at the top slightly smaller to fit the taskbar.  The taskbar is 40px high.  When planning, the panels should've been worked on with 1440x860 in mind and not 900.

Yes, I forgot about the taskbar. My screens are a lot larger so it wasn't an issue in testing. At some point I will fiddle with the windows to take account of that, but its low priority at the moment compared to bug-fixing.
Title: Re: v1.5.1 Bugs Thread
Post by: Impassive on April 18, 2020, 08:29:52 AM
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen

Is it definitely a normal component and not a prototype component?

Can confirm, had this happen to me.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:32:52 AM
Fuel Consumption and Training continues during Overhaul

Fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Wieseltrupp on April 18, 2020, 08:37:20 AM
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen

Is it definitely a normal component and not a prototype component?

Yes, the Gauss Turret was a Component without the (P) Suffix, furthermore, it shoes in the screen without selecting "Show Prototypes" and can be used like any other component
I can reproduce this error with Laser Turrets

OT
I can compress .7z files to about halve the size of a .zip compressed package, do you allow .7z compressed AuroraDB files for bugreport purposes?
This could speed up the upload process in areas with bad internet access like Antarctica, The Moon or Germany
Title: Re: v1.5.1 Bugs Thread
Post by: abdul on April 18, 2020, 08:49:08 AM
Quote from: Steve Walmsley link=topic=10756. msg125166#msg125166 date=1587215471
Quote from: SpaceMarine link=topic=10756. msg124960#msg124960 date=1587179132
Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is. 

the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up.  not a conventional start, and not a random stars game.  it happens every time i try to add my fighter to the space station campaign is 20 years old

What do you mean by 'a space station which does not have anything in it'?

it has 10000tons of hanger space and doesnt already have fighters in it.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:58:41 AM
v1.5.1
With either of the 'Lost contacts' options enabled, lost contacts appear to be updating position/data.

Database attached with this occuring in Tau Ceti.

Also, a 'lost contacts 1 day' would be a nice addition for lost contacts on a more tactical timescale.

Reproduced and fixed. Thanks for the database. I also added the 1 day option.

Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 08:59:56 AM
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.

First, here is the database (http://petit-creux.fr/vrac/aurora/AuroraDB.db)

With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.

It also happens with most of the commodores when promoted.

Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.

Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.

I don't have permission to access the database.
Title: Re: v1.5.1 Bugs Thread
Post by: DoctorDanny on April 18, 2020, 09:07:43 AM
I'm attempting to create a STO with a beam weapon.

Either I've hit a bug, or I'm doing something wrong.

I have selected static, medium static armour and a STO weapon.
The panel on the right remains empty despite having researched several weapons, such as lasers, mesons, rails and gauss.

Is there something obvious I'm missing or should I report this and include my DB?
Title: Re: v1.5.1 Bugs Thread
Post by: Aivaria on April 18, 2020, 09:13:30 AM
hey, i replied to another thread with my same problem but i guess it belongs here.  (sorry for inconvenience if someone has to edit that other post, or it get mixxed up with this)

ive got an error 155.
Its an Trans Newtonian start, but i started with 0 initial research / ship points.  Game is at ~40-50 years in progress.  Its an Random star System game.

I tried adding an research (i think it was Superdense Armor or Theta shield.  I got an error with null pointer (object reference not set to an instance of an object).  If i think correctly is was function 2160 but im not sure about this.  Thought it would be smart to save the game, and text if it reproduces, but now when i start the game and click on any button it get an error 155 null pointer (object reference not set to an instance of an object).  It appears like my race it gone.

link to db: https://drive. google. com/open?id=1anIbYvuM4CYDLxpWaSvolCeBqkET78Kl (sorry for the link, but my db is to big for forum)

if you need more information, feel free to ask, gonna keep an eye on here for a while (also im curious what just happened)
Title: Re: v1.5.1 Bugs Thread
Post by: FrederickAlexander on April 18, 2020, 09:15:37 AM
For some reason, every time I attempt to use Fighters with fighter pods for ground support, ground combat stops working and nothing happens. I have been doing this with two Player controlled empires and when I switch to the defending empire it seems the Attacking fighters register as ground support for the defending empire. In addition, it works fine with Orbital Bombardment support with ships.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:17:07 AM
Create Research project
Magazines
(Bug) You can select Structural shell for the armour component, this provides more capacity than normal armour (only tested up to composite).
(Possible bug) Base HTK is 1 for magazines where HS <= 3.  Base HTK is 2 for magazines where HS >= 4. This means that a magazine with size 4 and selected HTK 10 will show as HTK 11 which looks odd. Also this doesn't match the SQRT(HS) which engines use and the selectable HTK doesn't control (completely) the HTK of the component. If WAI, possibly the selectable HTK should be renamed Bonus HTK?
(minor bug) Magazine size caps at 199 HS, I think most people would expect the list to end at a round number like 200 (also props for putting so many individual ones in)

Create Research project
Meson Cannons
(Minor bug) Capacitor recharge rate is listed in the opposite direction to other weapons (eg lasers) this means that the default selection is 1, not the largest (at first I thought that you had changed the power requirements for mesons as part of a balance change)

Structural shell removed. Max size now 200. Meson capacitor sort reversed.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:19:39 AM
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)

That is working as intended. Most of the time you won't use them due to the extra expense vs specific use.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:25:30 AM
another "not sure this counts as a bug":
commanders automated assignment only assigns commanders of the exact rank, and never of a higher rank, even if they are unassigned

That is working as intended.
Title: Re: v1.5.1 Bugs Thread
Post by: Agoelia on April 18, 2020, 09:30:19 AM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.

I probably need alternative description for one pair.

A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:30:26 AM
Quote from: Steve Walmsley link=topic=10756. msg125110#msg125110 date=1587209360
Quote from: Kayser90 link=topic=10756. msg124693#msg124693 date=1587150767
After a couple of years (30 - 40) i get #2088 Error.    At first it is only once per time increment but it gets worse.   
Now i played 60 years and i get 4 of theses errors everytime i increment time.   
No crashes so far with this error.   

I searched the forum if someone else had this issue, but i couldn't find anything.   

Edit:

Random Stars
Conventional Start

What is the error text?

Function #2088: object reference not set to an instance of an object

something like that

Its connected to NPR research. I've found something that might be causing it and added code to avoid it.
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 18, 2020, 09:30:34 AM
One of the spaceliner of my shipping line is jumping back and forth at a jump point.

You could replicate the bug by loading the attached save file. Check the jump point between Sol and New England, and pass time with 3 hour increment. The spaceliner with the weird behavior is called "SL Sharp L8 002"

You could also check the history of the said spaceliner. Since its creation, it loaded 1250 passengers from Earth, and started jumping back and forth at the jump point.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:37:43 AM
v1.  5.  1
Under Class design, after selecting a design.   
Under Miscellaneous tab, typing "-" in Commander Priority immediately gives error "Function #264 number format is not correct" (not English system).   When I was trying to type "-1" in full.  .  .

That is working fine for me. I can enter -1. It will be a localisation problem.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:38:36 AM
Unless I missed something, grav survey ship with standing orders will survey/cross systems that are flagged as owned by another race. I've tried to flag it as military only, and block fleet movement route, but the ship still came in mass twice, causing a war ith the NPR and the destruction of around 20 survey ships.

I've managed to stop geosurvey ship to come here by baning every body on the system, because they were coming too at first.

Set the fleet to avoid alien systems.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:42:40 AM
Hello Steve.
I don't know if this error has already been demonstrated.

https://imgur.com/a/ZPiYUBD

"object reference not set to an instance of an object"

And next one.

Picture 3-4

I just pressed search. I didn't change anything


"invalid input string format"

There is only one picture. You were adding one of something (the second stage) that didn't exist. I've added code to deal with that.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:44:37 AM
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?

That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.

Its because I have an updated version of the code that handles the problem without causing an error.

I see, is there something I can do in my game to get rid of the error?

You can edit the ruins of out the database, but that would involve finding the affected system body and manually making the corrections, assuming you have a DB editor for SQLite. There will be a new version out in a few hours though.
Title: Re: v1.5.1 Bugs Thread
Post by: Black on April 18, 2020, 09:46:36 AM
I will wait for new version :) Thank you.
Title: Re: v1.5.1 Bugs Thread
Post by: Ardis on April 18, 2020, 09:47:18 AM
Quote from: Steve Walmsley link=topic=10756. msg125164#msg125164 date=1587215368
Quote from: Ardis link=topic=10756. msg124919#msg124919 date=1587173409
I'm also getting "Function #1530: Object reference not set to an instance of an object" errors.     Specifically, this happens when a ship with a diplomatic module is present in the same system as aliens, and the aliens are detected by active sensors (so, when conditions for communication are met), regardless of whether the diplomatic ship is the one detecting them or not.     If the diplo ship leaves the system, communication is attempted as normal.     It may or may not be related to the fact that the aliens refuse to communicate - I'll find out when I meet a race that talks to me. 

Can you attach the db please.
Here you go.  There are two races you can test it on, one in WISE 0855-0714 (I have ships there), and another in Lacaille 9352, with a pop on Lacaille 9352-A II and two ships orbiting.  The latter race is hostile, but if you keep ~2 Mkm away, you'll be safe.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:49:09 AM
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen

Is it definitely a normal component and not a prototype component?

Can confirm, had this happen to me.

Confirmed and fixed.
Title: Re: v1.5.1 Bugs Thread
Post by: Kelewan on April 18, 2020, 09:53:27 AM
Creating Prototypes generetes "Research Completed" with System "N/A" events in the Log

What should  "Text file" Button in the Event Log do? I could not find a Text file with the logs, nor could I copy&past selected logs





Title: Re: v1.5.1 Bugs Thread
Post by: Elouda on April 18, 2020, 09:56:20 AM
Salvaged alien components show in the component list for 'Ship Design', and selecting and obsoleting them does nothing (they are removed if you disassemble/scrap all of them).

Two related QoL suggestions;
Maybe a tickbox like for 'Prototype' to show alien components, along with a visual indicator like the (P) on prototypes?
Also indentifying them in the Stockpiles page can be a pain if you havent named your own ones differently to default, maybe an (A) in the column with the number or after the name would be useful.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 09:57:59 AM
hey, i replied to another thread with my same problem but i guess it belongs here.  (sorry for inconvenience if someone has to edit that other post, or it get mixxed up with this)

ive got an error 155.
Its an Trans Newtonian start, but i started with 0 initial research / ship points.  Game is at ~40-50 years in progress.  Its an Random star System game.

I tried adding an research (i think it was Superdense Armor or Theta shield.  I got an error with null pointer (object reference not set to an instance of an object).  If i think correctly is was function 2160 but im not sure about this.  Thought it would be smart to save the game, and text if it reproduces, but now when i start the game and click on any button it get an error 155 null pointer (object reference not set to an instance of an object).  It appears like my race it gone.

link to db: https://drive. google. com/open?id=1anIbYvuM4CYDLxpWaSvolCeBqkET78Kl (sorry for the link, but my db is to big for forum)

if you need more information, feel free to ask, gonna keep an eye on here for a while (also im curious what just happened)

There are no races in the database at all. 155 is the handler for all the main map buttons, which would throw an error without any races.

2160 is the calculation of construction capacity so I doubt that would be the original error.

When the game is updated, it replaces the current database information with that from your game. If there are errors when you save, then the database could be corrupted. In that case, delete Aurora.db and rename AuroraDBSaveBackup.db to Aurora.db. That will restore your game to the last time you saved.

Aurora keeps that file as the backup for your previous save. There is also AuroraDBPreviousSaveBackup.db which is a backup of the previous backup so you can restore from two saves ago.
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 10:03:29 AM
One of the spaceliner of my shipping line is jumping back and forth at a jump point.

You could replicate the bug by loading the attached save file. Check the jump point between Sol and New England, and pass time with 3 hour increment. The spaceliner with the weird behavior is called "SL Sharp L8 002"

You could also check the history of the said spaceliner. Since its creation, it loaded 1250 passengers from Earth, and started jumping back and forth at the jump point.

Thanks for DB. Unfortunately, I made made a number of changes to the database now so I have reached the point where I can't load a 1.5 database :(

If this persists in v1.6 i will tackle it then.
Title: Re: v1.5.1 Bugs Thread
Post by: TMaekler on April 18, 2020, 10:04:07 AM
Version 1.5.1, Conventional Start:
When adding 1x Fighter MSB, 1x Small MSB and 1x MSB, I should have 500 MSP in totoal, but I get 1.380 MSP...
Looks like that the amount of MSP is multiplied by the position the MSB is sitting, or the order in which the modules are added... I tried again and got 1.320 MSP...

https://drive.google.com/open?id=1GnoBK9zLhk_J4W1anIuglJV5DpW0h2BI (https://drive.google.com/open?id=1GnoBK9zLhk_J4W1anIuglJV5DpW0h2BI)
Title: Re: v1.5.1 Bugs Thread
Post by: cpw11 on April 18, 2020, 10:06:41 AM
Quote from: Steve Walmsley link=topic=10756. msg125068#msg125068 date=1587203072
Quote from: Jovus link=topic=10756. msg124548#msg124548 date=1587134526
Quote from: Steve Walmsley link=topic=10756. msg124542#msg124542 date=1587133912
Quote from: cpw11 link=topic=10756. msg123938#msg123938 date=1587049998
Fatal crash to desktop on Mono/Linux. 

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono). 

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.   It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System.  Drawing.  Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.   (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.   However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.   The GC thread however, still sees the Pen in the GC queue and tries to clean it up again). 

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux. 

Thanks!

Fixing bugs that affect non-Windows is low priority at the moment.  However, I can take a quick look.  Does this affect ship passives, population passives or both?

This bug affects both planet and ship passives, as well as ship actives.  We haven't managed to test yet, but suspect it also affects missile sensors, and probably planet actives if those are even a thing now.

We really appreciate your willingness to take a look.  It's quite understandable that non-Windows users are a low priority, especially right now.

Yes, there is a pen that is held in the parent method and passed to many child methods, so I don't have to keep re specifying the parameters.  I assume you are asking me to Dispose in the parent method?

That is correct - just manually call Dispose at the end of the drawing sequence in the parent method and after all the child methods.  It should stop it becoming garbage for Linux and causing this crash.  Many thanks :D
Title: Re: v1.5.1 Bugs Thread
Post by: Kyle on April 18, 2020, 10:08:42 AM
Please for the love of god, format the datetime strings, it's very simple to do, and will save people having to set their system datetime settings, and ensure some consistency.
something along the lines of:
string format = "hh:mm:ss dd MMMM yyyy ";
string dateString = dateTime.ToString(format));
would result in eg: 12:05:42 18 April 2020

You'd have to ensure that September fits as it's the month with the most letters. if you use numerals for months, it'll be shorter but people will likely get confused on the order of days and months.

Edit: Actually, a bit more playing around, I've found you can use three MMM and just get the abreviated month:
string format = "hh:mm:ss dd MMM yyyy ";
results in:
12:05:42 18 Apr 2020

I will get around to looking at this. At the moment I am focused on issues that users can't get around.

I like being able to control the format of the date.  I propose it gets left alone and further discussed in the suggestions forum or something.
Title: Re: v1.5.1 Bugs Thread
Post by: cpw11 on April 18, 2020, 10:10:47 AM
Quote from: Steve Walmsley link=topic=10756.  msg125144#msg125144 date=1587214021
Quote from: Bobbysepp link=topic=10756.  msg124805#msg124805 date=1587161446
Not exactly sure if this is related to the 914 errors I had earlier, but I have a reproducible Function 915: Out of Memory when zooming out past 103b km Accompanied by the occasional Function 1618: Collection was modified; enumeration may not execute.    DB attached.   

The error seems to abate at around 10LY out and only seems to happen in complex systems, as I was also able to reproduce it in Epsilon Indi.    In EI I get the same Function 914: Out of Memory Error I made in a previous post. 

Thanks.   I have reproduced it, although not worked out how to fix it yet. 

EDIT: Fixed.   Nothing to do with memory.   Apparently GDI throws that error for non-memory-related reasons.   In this case trying to draw a circle with a radius close to zero.   If you turn off active sensors before zooming out, the problem should go away.   I suspect this might be related to the Linux error as well. 

I've gone through and fixed other drawing code that might have similar issues. 

Going to chime in here and say that Linux gets these OOM errors from GDI because there is a separate library on linux emulating the GDI code.  Also, there were a lot of eyebrows raised when we collectively realized that the GDI library uses OOM to communicate "I failed to handle this image".  WOW.

Sadly, the linux libgdi emulation library lacks the "\"->"/" translation layer that the rest of mono has.   Therefore it fails to read file paths handed to it from mono which contain "\" characters.   This was worked around by editing mono to force translate all "\" to "/" in the mono System.  Drawing library.   If you wish to be more linux compatible, rather than concatenating strings of the form "Flags\\"+flagpath or somesuch, use Path.  Combine("Flags",flagpath). 

Hope this helps and thanks again!
Title: Re: v1.5.1 Bugs Thread
Post by: abdull on April 18, 2020, 10:59:35 AM
Quote from: Steve Walmsley link=topic=10756. msg125166#msg125166 date=1587215471
Quote from: SpaceMarine link=topic=10756. msg124960#msg124960 date=1587179132
Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is. 

the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up.  not a conventional start, and not a random stars game.  it happens every time i try to add my fighter to the space station campaign is 20 years old

What do you mean by 'a space station which does not have anything in it'?

it was me who had this bug what i meant was that the space station had a 10000tons hanger space and nothing already inside of it when i tried to assign the fighters to it in the naval organisation screen, but when i clicked land on specified mother ship and assign i only got a screen saying please select the target of the order but no apparent way of doing so. 
i attached the database now that i have an account
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 11:01:39 AM
That is correct - just manually call Dispose at the end of the drawing sequence in the parent method and after all the child methods.  It should stop it becoming garbage for Linux and causing this crash.  Many thanks :D

I've added Dispose() in the parent methods for pens that are passed into child methods. Let me know if that works.
Title: Re: v1.5.1 Bugs Thread
Post by: cpw11 on April 18, 2020, 11:05:13 AM
Quote from: Steve Walmsley link=topic=10756. msg125245#msg125245 date=1587225699
Quote from: cpw11 link=topic=10756. msg125230#msg125230 date=1587222401
That is correct - just manually call Dispose at the end of the drawing sequence in the parent method and after all the child methods.   It should stop it becoming garbage for Linux and causing this crash.   Many thanks :D

I've added Dispose() in the parent methods for pens that are passed into child methods.  Let me know if that works.

Thanks a lot.  We'll test and let you know once you release!
Title: Re: v1.5.1 Bugs Thread
Post by: db48x on April 18, 2020, 11:23:28 AM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.

I probably need alternative description for one pair.

A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.

There are no "universal" jump drives now :D

Ships with military engines can only go through wormholes established by military jump engines, and ships with commercial engines can only go through wormholes established by commercial jump engines.

Steve, another fix might be to change the mechanic so that the jump engines have an engine power rating. Ships with more engine power than that disrupt the wormhole, preventing travel. This keeps the size and cost differences similar to what you currently have, while not overloading the terminology. Gives us more choices to make as well.
Title: Re: v1.5.1 Bugs Thread
Post by: Energyz on April 18, 2020, 11:28:06 AM
Shipyards are listed as potential targets, but missiles aimed at them will self destruct because "target lost"

Tractored Ship are not counted in jump engine max ships. Even if it's WAI, sometimes the tractored ship will stay behind until you detach the tractoring ship from its fleet. You can detach tractored ship without it's tractoring ship, but detaching tractoring ship will put them with tractored ship

Auto assign FC can cause size 1 missile to be assigned to size 6 launcher, even though size 6 missiles were available
Title: Re: v1.5.1 Bugs Thread
Post by: Energyz on April 18, 2020, 11:29:55 AM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.

I probably need alternative description for one pair.

A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.

There are no "universal" jump drives now :D

Ships with military engines can only go through wormholes established by military jump engines, and ships with commercial engines can only go through wormholes established by commercial jump engines.

Steve, another fix might be to change the mechanic so that the jump engines have an engine power rating. Ships with more engine power than that disrupt the wormhole, preventing travel. This keeps the size and cost differences similar to what you currently have, while not overloading the terminology. Gives us more choices to make as well.

Are you sure about that? My commercial tanker only has a military jump engine, and it is able to jump and bring with him military ships without jump drives
Title: Re: v1.5.1 Bugs Thread
Post by: LuciusSulla on April 18, 2020, 11:41:17 AM
Not sure if this is intended. But multiple spaceports still require additional workers.
Title: Re: v1.5.1 Bugs Thread
Post by: Pedroig on April 18, 2020, 11:44:41 AM
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.

I probably need alternative description for one pair.

A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.

There are no "universal" jump drives now :D

Ships with military engines can only go through wormholes established by military jump engines, and ships with commercial engines can only go through wormholes established by commercial jump engines.

Steve, another fix might be to change the mechanic so that the jump engines have an engine power rating. Ships with more engine power than that disrupt the wormhole, preventing travel. This keeps the size and cost differences similar to what you currently have, while not overloading the terminology. Gives us more choices to make as well.

Are you sure about that? My commercial tanker only has a military jump engine, and it is able to jump and bring with him military ships without jump drives

Sounds like working as intended.  Jump Drive will always work on the ship it is mounted on (provided it doesn't exceed Jump Capacity), the Military/Commercial designation is for what other ships it can effect.
Title: Re: v1.5.1 Bugs Thread
Post by: Ancalagon on April 18, 2020, 11:50:11 AM
Same issue for me, just completed a grav survey and whilst i had a message to say the survey was complete no messages about no more orders for the survey ship in question

It is obvious a widespread problem - I am just struggling to reproduce. Maybe I already fixed it without realising :)

Here are steps to reproduce this problem in C#:
1) Have a system that has already been geo/grav-surveyed to completion.
2) Put a geo-surveyor and a grav-surveyor in that system.
3) Set standing orders to "Survey Next Five System Bodies" for the geo-surveyor and "Survey Next Three System Locations" for the grav-surveyor.
4) Progress time by a day.
5) Reproduced: No messages alerting the player that the standing orders are unable to be fulfilled.

This can sometimes results in a lot of survey craft ending up in space doing nothing for months or longer at a time before the player realizes, meanwhile ship maintenance clocks are ticking up the whole time. It's rather annoying.  :)

In VB6 there was a message like this in the log: (https://i.imgur.com/GMasonl.png)

Also keep in mind that many players set up their survey ships to perform dual geo/grav surveys with their standing orders like this, which might require extra handling:

(https://i.imgur.com/f4R0AM1.png)
Title: Re: v1.5.1 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 11:55:54 AM
I'm locking this thread now as I am about to release a new version. I've reached the point where older databases won't run with the current code, so it is hard to bug fix.

If I haven't tackled a bug you reported, please check if the big still exists in v1.6.